Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Monday, 27 January 2014

Global Game Jam 2014

So it was the global game jam this weekend and me and a few friends decided to team up and make a game over the 48 hours. The theme this year was the quote "We don't see things as they are, we see them as we are." 

From this we decided to make a first person tower defence game; you protect the gate to the town of Woodbury but you can't tell your enemies from your friends! Shine a light on them to reveal their true nature then take them out with your kick-ass crossbow! 

If you would like to play the game you can download a copy from the global game jam website or check out the video below.

You can also check out what the rest of the team have been up to as well.

Scott Ranken - Programmer
Leigh Norton - Programmer
Michael Norton - Programmer 









Monday, 16 December 2013

App Jam 2013

Recently i took part in App Jam 2013 where we had 10 hours to make an app with a Christmas theme. I attempted to make a simple little game for android devices using Unity.

As it gets closer to Christmas the elves get really busy in the workshop and sometimes send the wrong presents down the shoot, your objective is to catch as many of the good presents as you can while avoiding the bad ones.






There is still a lot more i would like to add to the game, originally i planned on having some form of power ups which would affect the game play and add more of challenge for the user. if i have some time over the Christmas break i aim to try and add this in and polish the game up. 

Massive thanks to Adrian Guzinski and SIE Informatics E for organizing the event and Heriot-Watt University for hosting the event. 

Thursday, 19 September 2013

Software Development Challenge 2013

This year during freshers week i took part in a 48 programming hour challenge with a few friends from university.

We created a first person horror game based around the theme of energy. You can find out more about the game and play it for yourself over at Scott Ranken: Programming Nonsense: Software Development Challenge 2013:

Thanks for reading,

Craig.

Wednesday, 18 September 2013

Global Game Jam 2013

Pretty late with this post but way back in January a couple friends and I took part in the Global Game Jam where we had 48 hours to make a game.

You can find out what we made and play it for yourself over at Scott Ranken: Programming Nonsense: Global Game Jam 2013:

Thanks for reading,

Craig.

Thursday, 28 February 2013

App Jam: Topple Tower

This week SIE put on an app jam at Edinburgh Napier University where we had about 9 hours to make an app of our choice. I decided to make a simple physics based game for android devices called Topple Tower which won 4th place.

The objective of Topple Tower is to build as high a tower as you can without it toppling over, the higher you can build it the more points you will get.

Different shaped objects drop in from the top off the screen and the user can click and move the objects around to build them up in the way they want, if any object drops off the screen it is game over!



I have a lot of ideas about how to carry this app forward and plan on continuing to work on and improve it over the next few months and if all goes well maybe even attempt to release it at some point.

A massive thank you to Darren Whigham, SIE, Informatics Ventures and Edinburgh Napier University for putting this event on it was a really great day!

Thanks for reading.

Email: 10004794@napier.ac.uk - Please put blog in the subject.
Twitter: 

Feel free to get in touch, i would love to hear from you! 

Friday, 7 December 2012

Arms Dealer Game

As part of my software development 3 module we were tasked with writing the Java code for a space game using design patterns, threads and a GUI. We also had the option to design our own game however and i choose to do this instead.

Game Design 


The player plays as an arms dealer who has to buy and sell weapons and ammunition to other dealers in the game. The player will specify the number of turns they wish to play for and must try and get as much money as they can before they run out of turns.

Each turn the player will be asked by another dealer if they would like to deal with them and they can either refuse or accept this offer. If they refuse they will continue to be asked by other dealers until they accept an offer. If the accept they will be taken to the deal screen.

In the deal screen they will have the option to buy and sell items and to commit or undo the deal. When a player buys or sells an item that item will be added to a separate list box and there money will be amended. When the player presses commit the player and dealer’s inventories will be updated accordingly. When they press undo they will go back to the start of the deal. 

Dealers(including player) can have arms embargoes placed upon them which will effect players who choose to deal with them as there is a risk they could be fined  and lose money.
Dealers can also change their behaviour from willing to deal or does not want to deal and this will decide if they are an option for the player to deal with. 

The actual game

Start Screen 


The start screen is the first GUI that the player is presented with, it has 4 buttons which the player can select from. They can either load a previous game, start a new game, close the game or display the instruction screen.

Instruction Screen


If the player presses the instruction button they are presented with the instructions for the game. They can then close this screen and choose another operation.

 Player Home Screen


If the player selects new game or load game they will be taken to the player home screen where they can view their current stats such as the items they have in their inventory and how much money they have. From this screen they can either choose to undo a turn or go to the next turn.

New Deal Screen


When the player selects next turn they will be presented with a proposal from a dealer who is willing to deal with them. They can either except or refuse this proposal. If they refuse a new dealer will make an offer. This will continue until an offer is accepted.  

Buy and Sell Screen


When the player accepts a dealers offer they will be taken to the buy and sell screen where they will be presented with the dealer’s inventory and their own inventory. They are then able to select items from their inventory which they would like to sell and press the sell option, this will move the item from their inventory to the sell list box. If they try and sell an item which the dealer can’t afford they will be presented with the option to continue and lose money or cancel the transaction.


The player is also able to select items from the dealer’s inventory they wish to buy and press the buy option, this will remove the item from the dealer inventory and place it in the buy list box. If the player does not have required funds they will be shown an error message and will not be able to buy the item.


If the player selects undo the sell and buy list boxes will be wiped and the player’s money will be set back to what it was at the start of the turn and the items added back to their inventories. When the player presses commit the deal is committed and the sold items removed permanently from the inventory and their bought items added. If the game still has remaining turns they will be taken back to the player home screen and will continue to play through again until no turns remain.

Leader board


Once there are no more turns remaining in the game the player is shown the leader board for the game which shows how much money each dealer made and how well they done in comparison. The player’s only option at this point is to close the window which will also end the game. It is at this point that the game is serialized and can be reloaded again from the start screen. 

Thanks for reading! Any questions or feedback i would love to hear from you. If any one would like to try and play the game feel free to email and i will send you a copy, be warned though the game is still being worked on and has a few bugs still to be fixed. 

Email: 10004794@napier.ac.uk - Please put blog in the subject.
Xbox Gamertag: craigmcmillan01
Twitter: 
steam: craigmcmillan01
add or follow and we can game!

Friday, 1 June 2012

C#/XNA - Brick

It has been a while since i have had a chance to sit down and program or write a blog post. Life has been kind of getting in the way the last couple weeks but hopefully that is past now and i can get time to finish these c# tutorials I'm working through.

I was attempting to work through the tutorial for creating a tile engine but for some reason that doesn't seem to be going too well as my code is super buggy and doesn't actually run, So i searched google for some other XNA tutorials and i came across this one http://xnagpa.net/xna4beginner.php by Jamie McMahon for making the game brick.


It was a Really good beginner tutorial to sit and work through, it was super easy to understand and the code was well explained. If you are looking to start working with XNA i would recommend working through this tutorial as it gives you a basic game that you can easily expand and add to as you start to learn more and become more confident with XNA.

Next post will hopefully be about the working tile engine if i can figure out what i am doing wrong but until then Thanks for reading and be sure to share with friends if you enjoyed this post.


Email: 10004794@napier.ac.uk - Please put blog in the subject.
Xbox Gamertag: craigmcmillan01
Twitter: Follow @craigmcmillan01
steam: craigmcmillan01
add or follow and we can game!

Wednesday, 16 May 2012

C#/XNA - Space Invaders

Tutorial 2 of the series that i have been working through was making space invaders. The majority of this was very similar to what we done with the c++ tutorial although there were a few differences that i noticed but i think this could be down to xna or c# but I'm still not 100% sure hopefully working through the next few tutorials i will be able to figure it out.


The biggest difference though is just how the game actually looks compared to the c++ version. I'm sure the c++ version would look better if i had better meshes but i struggled to find suitable meshes when i was working through the c++ the first time.

The xna version was also a lot more simple to code there wasn't really anything that was difficult to understand but I'm not sure if this is because i learnt a lot from already having done it in c++ or if it is just cause c# is simpler.


i have also added a few extra features to the xna version that weren't in the tutorial and that i didn't have in the c++ version. I added the ability for the invaders to move down the screen to the player, displaying the number of invaders left for the player to kill and a winning and loosing state to the game.



One of the next tutorials i have is for creating a messaging system for the game engine and remaking space invaders to work with this system. Once i have done this the game will include a "boss" invader, the invaders shooting back at the player and i will also try and add in some sound and possibly even cover for the player along with a few other things. 

Anyway time to start properly building the tile engine!
Email: 10004794@napier.ac.uk - Please put blog in the subject.
Xbox Gamertag: craigmcmillan01
Twitter: Follow @craigmcmillan01
steam: craigmcmillan01
add or follow and we can game!


Monday, 14 May 2012

C#/XNA - Pong

After a couple days off from doing any real work and just sitting playing Mass Effect 3 i decided that it is time to start working through all these c#/XNA tutorials i have and start building up a tile engine.

The first tutorial was just making pong and going over the basics of creating an xna game. This was all pretty straight forward and mostly the same as how we done in it in c++ and irrlicht except this was actually easier as it gives you all the initialise, load content and update methods that you need and already has support for the keyboard where as we had to do all that manually in c++ when we started to create our engine.

XNA left and irrlicht on the right
The main thing i have noticed is just how much nicer and more "polished" the xna version looks compared to the version we done in irrlicht. The xna version actually looks like pong compared to the irrlicht version that we made a few months ago.

Anyway time to go make space invaders now! this should be fun. I will post another blog post when I'm finished and I'll compare it to the irrlicht version which gave me a massive amount of trouble to try and get working when we started.


Email: 10004794@napier.ac.uk - Please put blog in the subject.
Xbox Gamertag: craigmcmillan01
Twitter: Follow @craigmcmillan01
steam: craigmcmillan01
add or follow and we can game!



Tuesday, 24 April 2012

Games Engineering Project: Quick Update

So it is over. We had to hand it what we had last Friday and demo it today for the class and let people try it out.

It has been a hard couple weeks trying to get this game to a level suitable for submission but i think we managed it! We were able to get the core game play features in there and they mostly seemed to work without any massive glitches which was good.

When my exams are out the way i will finish writing these blog post's with everything that we went through and once we have added a little more polish to the game i might even upload it but for now have a couple screen shots.




Thanks for reading and be sure to pass it along to your friends! Check back soon for part 6 and to see how we are getting on!  

Email: 10004794@napier.ac.uk - Please put blog in the subject.
Xbox Gamertag: craigmcmillan01
Twitter: Follow @craigmcmillan01
steam: craigmcmillan01
add or follow and we can game!  


Thursday, 5 April 2012

Games Engineering Project Part 4: ILLDAO!

Okay so This really should have been done months ago but i have had quite a lot of uni work which has just taken over my life the past few months and well here is why.

So if you have have been reading over the other posts you will see that mark and I have been tasked with designing and implementing a game using c++ and Irrlicht and the game we have decided to create is called Illdao.
Illdao logo

Illdao plays as a strategic, team-based tactical shooter. Each player takes turns to both move and shoot whilst negotiating their character within a compact space.

Illdao is set on the mysterious planet ‘Illdao’. Ruled by an evil, oppressive race of space squid called The Damned Squid of Bora Bora. Their primary rivals are The Wandering Buffalo of Mimosa who travel through space, righting wrongs which are the main reason they have come here. 

The core gameplay involves two teams, the Damned Squid of Bora Bora and the Wandering Buffalo of Mimosa. Both teams will compete in a death match style arena where the objective is to kill opponents to score points.

Both teams will take turns to move their characters a certain distance. The characters will be controlled primarily through the mouse with context sensitive instructions. If moving a character they will left click where they wish to move them, if shooting they will left click on the target they wish to shoot.

Illdao is aimed at players who are interested in strategy games that combine tactical squad based gameplay with the action of a shooter, primarily between 16 and 38 and of either gender.

Illdao will be developed for the PC

Screen Mock-up
So that is just a quick idea of what Illdao is and what we are aiming to achieve when it comes time to hand our project in and with a lot of hard work and a bit of luck! we should be able to do this!

Thanks for reading and be sure to pass it along to your friends! Check back soon for part 6 and to see how we are getting on!  

Email: 10004794@napier.ac.uk - Please put blog in the subject.
Xbox Gamertag: craigmcmillan01
Twitter: Follow @craigmcmillan01
steam: craigmcmillan01
add or follow and we can game! 



Tuesday, 13 March 2012

Games Engineering Project Part 5: Implementation Task 1

This is just a quick little update with how things are going. I still need to finish writing part 4 about what our game actually is but I've not had time and well this is why.

So implementation has begun and we have split the tasks down into what is hopefully manageable chunks.

Task 1 is the movement system and for this we want the player to move to the position that the player clicks.
I will go in depth and explain how i done this when i have a little more time and show of the code but for now here is a video.


Thanks for reading and be sure to pass it along to your friends! Check back soon for part 4(which should actually be done) and to see how we are getting on!  

Email: 10004794@napier.ac.uk - Please put blog in the subject.
Xbox Gamertag: craigmcmillan01
Twitter: Follow @craigmcmillan01
steam: craigmcmillan01
add or follow and we can game!

Friday, 2 March 2012

Games Engineering Project Part 3: Paper Prototype

Part 1 - here
Part 2 - here

We created a paper prototype so that we could test movement and if the game was enjoyable. A playing field was created using a hexagonal grid printed on a piece of paper and players played as either 10p or 20p coins. We asked some of our class mates to help us play the game. you can find their blog's here and here.
Playing Grid


Iteration one
For the first test we had 3 players, 2 runners and 1 catcher. Each player could move one space per turn in any direction, the runners objective was to reach the other side of the grid and the catchers to catch all runners to win the game. when a runner was caught they would switch to the catchers team.

From playing a few games using these rules we discovered that the catching team would always catch the runners after two rounds and that the game was not very fun because of this.

Iteration two
This time we changed the rules regarding how the players could move across the board. we introduced a die into the game and depending on the number the player rolled would decide how far they could move. If the player rolled a 1 or 2 they could move one space in any direction, 3 or 4 they could move two spaces and a 5 or 6 they could move 3 spaces.

After testing these movement mechanics for a few games we discovered that it gave the runners more chance to escape and games would last for more rounds and were less predictable than the previous iteration. It also created some interesting scenarios were players were being chased but were still able to escape because of the random movement or were run into a corner and captured by the player. The feedback from our test players was that this iteration was also more fun to play than the previous iteration however after a few games it began to become boring.


Iteration three
To attempt to keep the game more fun for longer than a few games we introduced a second die which was a scatter die which had arrows and hit markers similar to the image below. the player would roll both dice and as before the number on the first die would determine the number of spaces the player could move and the scatter die would determine the direction. If the player rolled a hit marker then they could move in any direction.
Scatter dice
This idea failed as it created too much chance and it was too random with the direction that the players moved and resulted in little conflict resulting between the players and just came down to luck if the runners were able to reach the other side or if the catcher was able to catch anyone.

Iteration four
we decided that of the 3 previous iterations the rules of iteration two were the best, however we decided to try and add some more rules and mechanics to the game to see how it affected the gameplay. We added walls into the playing field  and gave the players the ability to "shoot" each other from a distance. The movement rules were the same as for iteration 2. Players had 4 health points and started with 2 lives, when a player was killed they would re spawn back at their base until they had no lives left. Players could only shoot at the begging or end of a turn and if they had line of sight on the opposing player.
A hit was decided upon the roll of a die, If the player shot at the begging of their turn they had a higher chance of hitting the opposing player and needed to roll 3,4,5 or 6 with a 6 causing double damage(standard damage is 1 health point) and their turn ends. if they decided to move they could do so using the rules of iteration 2 if after they moved they chose to shoot they had a reduced chance to hit and needed to roll a 5 or 6 with a 6 only causing standard damage.

This iteration proved to be more fun for our players and the turn based aspect and varying chance of shots causing damage brought a strategic element to the gameplay which our players seemed to enjoy. It also created conflit between our players and brought us closer to fulfilling our player experience goals.
iteration 4 and 5

Iteration five
For this iteration we added in more weapons with different damage ratings and rules for fire and health packs and kept the rules and our playing field the same. We added:

Machine gun - Causes 2 damage but can only be used twice before it runs out of "ammo"

Rocket Launcher - can be fired in any direction and at any range, the player rolls the standard die to determine the range that the rocket will scatter(same as movement  rules) and the scatter die to determine the direction of scatter, a hit marker is a direct hit. If the player rolls a 1 it is a misfire and damages the player. The rocket launcher causes full damage if it is a direct hit and 2 damage if it lands 1 position away from the opposing player. Also only has 2 shots.

Grenade - The range of the grenade is determined upon the roll of the standard die and can be thrown up to the number of spaces that is rolled. The grenade can also be thrown over walls but cannot bounce back over them. the scatter is the same as it is for the rocket launcher and causes 2 damage for a direct hit or 1 for splash damage. Also has only 2 shots.

We tested this out for a few games and used two groups of players to test the iteration and gain feedback from them. This proved to be the most fun of all the iterations and once again brought us even closer to reaching our player experience goals.


Thanks for reading! Any questions or feedback i would love to hear from you.

Email: 10004794@napier.ac.uk - Please put blog in the subject.
Xbox Gamertag: craigmcmillan01
Twitter: 
steam: craigmcmillan01
add or follow and we can game!

Games Engineering Project Part 2

To read part 1 go here.

After we came up with the basis of our idea we began to flesh things out a little more and start work on the game design document and a paper prototype.

Our original idea was to model a game based on the rules off British Bull Dogs we began to elaborate further upon this idea and we came up with the following.

"The player will be given a choice of one of two teams to start on: the chasers and the runners.

On the running team the player’s objective is to run from the starting point to the safe zone on the opposite side of the map whilst avoiding anyone on the chasing team. They will be able to do this through multiple different ways, running, diving side to side, jumping and sliding. (possibility of being unable to move backwards and only in the direction they are facing) If they are caught they will switch over to the chasing team at the end of each round.

The chasing team will start in-between the running team and safe zone. The team will start off with two players but as more players are caught they shall be added to the team. They will have the same movement abilities as the runners but shall have to press an action key to catch them.

The game is aimed at players who are interested in fast paced, twitch based games. Primarily between 16 – 28 years old and of either gender.

The game is aimed at and will be developed on the PC for the PC with support for the Xbox 360 controller to allow multi-player.

The game will have 22 players in total with single-player and support for 4 player multi-player.
The team split, initially, will be 2 chasers vs 20 runners. This changes at the end of each round depending on how many people are caught."

After this we made a paper prototype to model the movement to see if the idea worked on paper and was fun to play. In the interest of keeping these post's short and sweet i am going to end this here. So Thanks for reading and be sure to pass it along to your friends! Check back next week to see what we learnt from the paper prototype. 

Part 3 - here

Email: 10004794@napier.ac.uk - Please put blog in the subject.
Xbox Gamertag: craigmcmillan01
Twitter: Follow @craigmcmillan01
steam: craigmcmillan01
add or follow and we can game!

Tuesday, 28 February 2012

Games Engineering Project Part 1

Okay so this should have been done weeks ago and i had planned on doing it but work and university got in the way. So here is what has been going on for the last 6 weeks with our project.

I guess i should start by telling you what we have to do? Well our coursework is to design, implement and evaluate a simple prototype game using either XNA Games Studio or C++ and Irrlicht.  Pretty simple right?

For the Project i am working with Mark Miller [Marks Blog]. We have chosen to use C++ and Irrlicht to create a 3D game.

The first thing we done was try to come up with some player experience goals. From this exercise we decided that the main experience goal for our game is "the player to experience high intensity and mildly stressing situations". We also came up with a secondary experience goal which is "the player will experience short, quick paced rounds.The total number of rounds shall be limited and as such an entire game can be completed and a winner decided in a short time."

From this we began to look at a list of games which we felt met these player experience goals and tried to draw inspiration from them to come up with our game idea. There were two main sources which inspired us the most. The first inspiration came from Left 4 Dead. From this we particularly enjoyed the hunter gameplay mechanics and the unilateral gameplay aspects.
Left 4 Dead
We noticed a similarity between this and older playground games such as Tag and British Bull Dogs. After a short discussion we then decided to model a game based upon Bull Dogs rules and gameplay.
British Bull Dogs
Like i said at the top i did plan on writing this weeks ago so we have done so much more work at the time of writing this and some interesting developments have taken place but to keep this short and sweet (and to stop you getting bored!) I am going to end this here. So Thanks for reading and be sure to pass it along to your friends! Check back next week to see how we are getting on!

Part 2 - here
Part 3 - here

Email: 10004794@napier.ac.uk - Please put blog in the subject.
Xbox Gamertag: craigmcmillan01
Twitter: Follow @craigmcmillan01
steam: craigmcmillan01
add or follow and we can game!

Sunday, 29 January 2012

Global Game Jam: Day 2 and 3

Day 1 blog - CLICK HERE!

Okay so technically this is the end of day 3 just now as i never had time to finish this last night so i am just going to put both posts into one. it may be a bit long but you are awesome if you read it to the end! if not here is the game!CLICK ME!

Day 2: We got off to a good start on day 2 we started nice and early in the morning feeling refreshed after some well needed sleep. We spent the majority of the morning and afternoon finishing the sprites and adding them into GameMaker and creating the basic objects that we needed for the game to have some sort of playability.
The a-MAZE-ing Caterpillar level design

After this we began to design the levels. We decided on 5 levels each with a different art style and set on a different part of the environment. we decided upon forest, jungle, desert and beach as the settings we would have.

Once we had some food we began creating the maps! this took us late into the evening but we eventually had all of our levels completed with all our enemies, collectable objects and gates placed and a quick test of each one to make sure they were achievable and to test for bugs to be sorted in the morning then onto day 3.

Day 3: Our time limit to finish development was 3pm this gave us a limited amount of time to complete our game. At this point we still needed to make the side scrolling part of our game and find and add in sounds this pretty much took us until 3pm which left us with no time to test the game out properly so since we have put the game live on the global game jam website we have found a lot of bugs. However we plan on working on these over the next week or so and will add the update versions to the global game jam website as well.

So what are you waiting for? follow this link and go download our game! lots of feedback will be welcomed with hugs!

thanks for reading!
Gamertag: craigmcmillan01
Twitter:
steam: craigmcmillan01
add or follow and we can game!

The a-MAZE-ing Caterpillar



Download Game-http://archive.globalgamejam.org/2012/maze-ing-caterpillar (bottom of page)

Feeling lonely, suicidal? I know I am but before you reload the gun and write your last will telling your wife she should never have had that affair, give The a-MAZE-ing Caterpillar a try. You will be puzzled long enough to keep you alive for another 10-15 minutes and you can hunt down your true love; unlike your wife.

You are a lonely caterpillar on the search for a life partner. As you travel across the world in search for her you will encouter great dangers. Avoid the nasty bugs and reach the door to the next world to find your mate and eventually save her from the evil Phoenix! Keep going until you become too tired, everytime you save your love you will create a new life in the form of your son who you must guide on his quest for his life partner!

Controls:
<Arrow keys> Movement (Maze Levels)
<Space Bar> Fly (Side-scroll levels)

Points:
Apples - 10 points
Leaves - 10 points
Diamond - 100 points
Completed Level - 100 points
Heart - 1 Life

Hints:
n-next level
r-restart room

Screen Shots