Proof That I’m a Very Backwards Being: qmuHS

21 06 2009

qmuhS

I made a game :) It was for the Klik of the Month Klub. You can find it over on Glorious Trainwrecks.

It’s called qmuHS, because it’s a backwards Shump. Clever eh?… no, not really.

You start at the end of the game and make your way back to the beginning. Everything is backwards – you’re flying backwards, enemies are dead and become alive when you shoot them, your lazers come from afar and plant themselves in your guns, all the music and samples are backwards, score and health are backwards… everything!

Arrow keys to move, Space to ‘shoot’. Have fun :)

(BTW: If you don’t have the dll file that it needs, just go to http://www.dll-files.com/ and find it there :) It’s because I used The Games Factory rather than KNP)

DIRECT LINK: http://www.glorioustrainwrecks.com/files/qmuHS.zip





My Works In Progress

22 05 2009

silentdisco

I’ve been writing for IndieGames for over 3 months now and I’m enjoying it immensely. The quality of the games I’ve played has been, on the whole, amazing and the developers I’ve talked to have been nothing short of fascinating.

Terry Cavanagh in particular, creator of such games as Pathways and Don’t Look Back, got me thinking about the good old days when I used to make crappy game after crappy game as a teenager. This sparked off something that made me want to try it all over again. So here I go – here’s some concepts I’ve got on the go.

Silent Disco
Screenshot above is from Silent Disco, a game about visiting… a silent disco. It’s a game about feeling like you are in a world of trouble, yet no-one around seems to even notice.
employmentEmployment
I decided I wanted to have a crack at creating my own Match-3 game… but then I remembered that there are already a trillion Match-3 clones out there. With Employment, my goal is to create a Match-3 style game which is at least a bit innovative.

The game is set in a job centre and applicants enter through the doors looking for a job. Each type of person can only apply for a single type of job – e.g. the firemen-wannabes to be firemen etc. All these little people scurry around the job centre looking for work, and it is your job to find them a job by selecting one from the bottom of the screen, holding your circle over the number of applicants required (e.g. 3 firemen) and clicking to employ.

Abilities will make grabbing one type of worker more easy. For example, the player can use some experience points to start a fire in the job centre, which nearby firemen will rush to put out. Fires will, however, burn to death any other worker, so a balance must be found. Overflowing the job centre with applicants will give a game over.

poweroflovePower of Love
I loved the idea of making a game which was more of an interactive story (both Terry and developer increpare worked together on a title called Judith which fits this bill), so I wondered what it would be like to create a interactive story based on song lyrics. Power of Love is based on a song of the same name by the band White Lies and is my take on what the lyrics would be like in game form. The majority of the game is text-based, but there are little interesting things to do now and again and a puzzling story to work your way through.

So I’m working on all three of these games at the moment. I enjoy working on more than one title at a time, as when I begin to get a little bored of one, I can move onto the next and go back to it a bit later on.

I’m not sure when I will have any of them finished, but I hope to have something to show sometime soon :) I will of course post updates as they progress.





I’m Migrating! See You Over at IndieGames.com

6 02 2009

istoig

Dry your eyes, my child. This is not the end. It is merely… the beginning

OK enough with the storybook talk. I was contacted by the chairman of the IGF a couple of days ago and asked if I’d move over to IndieGames.com and write for them instead. I clearly jumped on the idea, because I’m a big, fat sellout.

No! I’m not a sellout. You see, I set up Independently Speaking because I wanted to spread news of indie games which aren’t getting as much coverage as they should to as wide an audience as possible. While IS definitely spread the word a little, IndieGames attracts a rather larger amount of traffic and therefore the chances of spreading ANYTHING are just slightly higher.

So if you’ve been an avid IS fan, now is the time to migrate with me (although the majority of you most likely already read IndieGames) – I’ll be posting everyday on the IndieGames Blog. Have no fear, readers, I will continue to post exactly how I have been – just in a different place.

As for Independently Speaking, I’m not 100% sure what to do with it yet, but I’m considering keeping it as my own personal blog so I can track all the goings on in my indiegame-driven life.

See you on the other side.





Eurogamer Trawl Through the IGF Finalists

4 02 2009

dyson

While I’ve been killing time nitpicking my way through the IGF Student Showcase finalists, Eurogamer have gone the full length and powered their way through the entire IGF list.

Jim Rossignol from Eurogamer has posted a full roundup, explaining what he thinks about all the contenders. It would appear that he has a favourite in Dyson (screenshot above), which you can try for yourself over at the Dyson site.

Go read it now – it’s interesting stuff.





McMillen Names New Game ‘Spewer’

4 02 2009

spewer1

You’d think Mr. McMillen has enough games on the go to worry about, but apparently not.

To be released in March, his next flash-based project has been given the name ‘Spewer’, a lovely title (and clearly a charming game, if the screenshot below is anything to go by). McMillen describes this latest flash-tastic as ‘a lot more in depth then the other flash games ive released recently’.

Oh, and the guy above? His name is ‘Dr. Cool’. Yep, we’re in for another weird one.

spewer2





IndieCade Dates Announced

4 02 2009

indiecade2

Dates for this year’s IndieCade gatherings have been posted up on the official IndieCade site.

IndieCade provides developeres with a means of getting their games out there for both potential buyers and gamers alike, while allowing players to check out all the new offerings and undiscovered talent.

The dates for this year are as follows:

IndieCade @ E3
June 2 – 5, 2009
Los Angeles, CA

IndieCade @ SIGGRAPH
August 5 – 7, 2009
New Orleans, LA

IndieCade 2009 Festival
October 1 – 10, 2009

IndieCade Europe @ GameCity
October 26-30, 2009

I’ll pretty sure I’ll be checking out the Gamecity IndieCade when the time comes, so of course you can expect Independently Speaking to report back on all the goings-on.

Head over to the IndieCade site now and check it out.





Multiplayer Gold: Mystic Mine

4 02 2009

mysticmine

You know those times when you invite some friends over, you stick a game on, and it’s so gloriously multiplayable that you end up hunched over it for the entire night?

Well here’s one to feed another night of group gaming. Mystic Mine has been released and first impressions tell me that it’s going to be an essential piece of multiplayer action. Developed by Koonsolo, I spotted this little gem about a month ago and today received word from team-member Koen Witters that their mining extravaganza has been released.

The aim of the game is to direct your minecart around a maze of tracks using just one keyboard button to change the junction ahead of you in an attempt to complete an objective before everyone else. There’s some awesome optical illusions going on there too, with tracks which are seemingly higher up leading upwards to lower down parts… pretty crazy stuff.

I’ve had a sit down with it for a couple of hours and, while the single player doesn’t seem to be much cop, the multiplayer looks like a sure-fire winner. However I’ve only managed to play it 2-player up to now, and since the big selling point of the game is the 6-player bonanza, I’m going to wait until tomorrow when I can rake in a bigger crowd to help me decide before delivering my full Independent Opinion.

Stay tuned.