![]() You see, at this time I was attending a university, but also started to try applying to jobs and sending in demos and videos that I made. You may notice that the larger part of the video is 3D graphics showcase, rather than fighting game, and this is actually a turning point in my gamedev story. I soon added many shader effects, 3D characters, deferred rendering, which looked like this after a while: Then I returned a bit refreshed into C++ and DirectX 11, and continued developing a fighting game. That’s not to say that I regret making them, because I got some real experience and memories from the process. I haven’t made any money from them worth to mention, because so few people bought them, and the free versions didn’t generate any profit worth to mention from the ads. I will probably never develop mobile games again, because they can just get removed from app stores on a whim, and I don’t play on mobile phone anyway. It was even hard to find images of them on the web. Sadly, these games can no longer be found, because they were removed from the stores. Splash Bugs, a clone of PSP homebrew called Bugz I was really addicted to that for a few days back in the day. Basically, a number of bugs moved on the screen randomly, and you could tap the screen to spawn an explosion, which could result in a chain reaction. Space Accelerator, and endless runner cloneģ) Splash Bugs, a rip off of a PSP homebrew game that I think was called “Bugz”. This was the most successful game, that was downloaded over 30 000 times (the free version): The in-game shop was copied over from Breaker Master, but here you could buy ships and avatars too. It also had a global leaderboard and achievements backed by the OpenXLive API (chinese version of XBox Live). It also featured a store where you could buy some backgrounds in exchange for your in-game points:Ģ) Space Accelerator, an endless runner type 3D game, where you control a space ship, avoiding asteroids, while picking up coins and fuel, for Windows Phone and Android. Had a simple story, bosses with pong style gameplay mixed in, chain reactions, particle systems, pickups, I think it was quite fun. This resulted in me releasing 3 mobile games in a short period (half year maybe):ġ) Breaker Master, a breakout clone with animated hand drawn style graphics, released for Windows Phone and Android. Meanwhile, I put this project on hold for a while, and decided to release simpler games in something I have more experience with – XNA. ![]() I think some parts of its code still remain in my current work, but most of it was refactored and completely changed. At this point, it was not an engine, just straight up game in c++. This would later turn into Wicked Engine, but at this time I thought I would create my own fighting game, by implementing aspects I seen in other arcade japanese fighters. More effects, 3D objects ported over from my XNA terrain, and some things resembling gameplay At first it was all very confusing, but going through some XNA 3D tutorials by Riemer’s (lost to time, but there seems to be a revival) I got a nice terrain renderer that I could customize endlessly, which was a lot of fun, and once again I felt like creating a whole world that I can lose myself in completely. With that game in my backlog, I was super happy, and then tried my hand in 3D graphics. many bugs, day 1 patch for a level that couldn’t be completed.Full documentation as hard cover book format.physical release on a CD with printed label, given to 6 of my classmates and friends, and a public copy with source code to the school.music ripped from games I really liked at the time. ![]() level up system, weapon switching, etc.42 levels (they were loaded from a tile map txt file where every character represented either empty space, a platform, and enemy or something).sound effects that I made with my mouth.multiple “biomes” with their own set of sprites and parallax scrolling backgrounds.hand drawn 2D graphics that I created in Paint.NET.The name remained from the placeholder logo.
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