Some Assembly Required So Close To Completion Update

March 31st, 2009


So many particles.

So many particles.


As you may previously have read, this year my team “Screw The Nut” has been working on a 3D platform game through the BBC’s prototype project and the University of Abertay Dundee, “Some Assembly Required”. Our final hand-in to the BBC is tomorrow so I thought I’d take this time to build a little suspense before I share the final game-play videos and let you see a few screenshots.

The game itself sees Warran T. Void, a lost and damaged little robot, wake up alone in a factory. By collecting new parts from vending machines he can rebuild himself with new abilities, allowing him to overcome obstacles and progress through the game. Our prototype level introduces you to a pair of suspicious character who instruct you to climb a giant construction robot and collect pickups for them, and playing as the naive Warran you enthusiastically oblige.

Would you trust these gentlemen? - experimenting with full screen effects.

Would you trust these gentlemen?

These are all taken within the last week as we built our level and did some final testing. It’s been really awesome to see our game go from a series of platforms on a plane into a full, playable prototype level as it was only recently that we were able to bring all our art assets and platforming sections together into one application. As you can see, we went a little overboard with bloom, particle effects and shiny things however our actual focus throughout development has been on gameplay mechanics and the physics behind this.

The game was implemented over a period of two and a half months, that’s ten week-long development iterations, following on from general story and game-play designs we worked on late last year. A lot has changed from our original ideas – in particular splitting the BBC’s “interactive narrative” brief into two parts consisting of this game and a separate research project – but we’ve kept the core mechanics and level in tact.

Did we mention our level is also a robot?

Did we mention our level is also a robot?

The team itself consists of ten third-year students: five programmers including myself, two artists, two producers and a sound engineer. We also had the assistance of programmers from the BBC, and a mentor from Real Time Worlds. This made a huge difference to the project in terms of organisation and development and keeping on track, as well as handling technical problems with our codebase, and (at least as far as I’m concerned) has given us far more experience to carry over to our future projects than we would have gained on our own.

So, fingers crossed for our demo tomorrow and our showcase later in the term (which I believe is open to the public, more details will follow if that’s the case) and hopefully we’ll have a final video prepared for you soon.

Twisted – A 2D Windows Platformer

July 27th, 2008


Twisted Closeup
Twisted is a simple platform game demo created using the Windows API.
As with most platformers, your aim is to defeat enemies and grab pickups to reach the end of each level. The twist however is that the game world is split into two horizontal realms, which can be travelled between using a series of portals. You will have to spend time in either realm to reach your goal, the lower of these being an inverted, upside down version of the first.

Twisted Screenshot
To successfully travel through the world you will need to defeat many of the enemies standing in your path. This can be done either by jumping on them or using lightening magic. Whilst this demo features only a limited variety of enemies, the game is written in a such a way that this set could be greatly expanded and altered, adding far more bizarre and deadly creatures into play.

It should be noted that this is a very limited game – many areas could easily be expanded with more time, for example by adding additional levels (there is currently only one), enemies, spells and pickups. However, given that I am neither a designer nor an artist and that this was a piece of coursework, focussing on varied gameplay over programming wasn’t an option. I would like to further improve the game in future, and in particular to experiement with multiplayer gameplay, and to create a Linux version using Qt.

If you want to give Twisted a go, you can download the file here.
Currently, it is only available for Windows XP (though it hasn’t been tested using Windows Vista – if you’re able to do so please let me know whether it worked).
If you download the game please share your thoughts and opinions below – bear in mind however that the game is far from complete or polished.

Controls:

A+D – move right and left.
W – jump.
L – cast magic.
P – travel through a portal.

Pickups:

Heart – health pickup.
Star – points pickup.
Circle – magic pickup.