Archive for August, 2010
August 30th, 2010
Finally, Dragonflute is finished! In this game, made for the Experimental Gameplay Project “ZERO BUTTONS” theme, you control this cute little fellow:
(<– Click the dragon to download the Windows release)
As the theme of this month’s EGP and the name suggest, you don’t do this my mashing franatically on your keyboard, but but by making sounds, recorded by your microphone. I hope you have one.
The dragon will either follow the PITCH of the sounds you make (which I prefer), be it by singing, whistling or by playing an instrument, or the VOLUME (which is fun too, though the game should then rather be called Screaming At Dragons).

I’m ambivalent how this one came out. Gameplay-wise it is not top-notch, and the pitch is often off (especially when not using an instrument), on the other side I think that it shows the key-concept rather well.
I guess I’m (heavily) over 7 days, I didn’t always work day-to-day and didn’t count the time – but since the topic “pitch recognition” wasn’t too easy and required some fiddling with calibration and configuration, not to speak about the keyless interface, the overtime is understandable I guess.
The pitch recognition itself is working fairly well – good enough for a prototype, though I would’ve hoped that it worked better with humming. Oh, well.
For this game I used C++ with my beloved SFML and FMOD as sound framework.
For those interested, here is the source code in form of an Eclipse CDT Project: Source Code
August 13th, 2010
So – the EGP prototype for this month which I announced earlier is coming along quite well!
In Dragonflute you control this cute little fellow:
(<– Click the dragon to download the current Windows release)
(edit: This it the outdated development version. Click here for the release blog post.)
As the theme of this month’s EGP and the name suggest, you don’t do this my mashing franatically on your keyboard, but but by making sounds, recorded by your microphone. I hope you have one.
The dragon will either follow the PITCH of the sounds you make (which I prefer), be it by singing, whistling or by playing an instrument, or the VOLUME (which is fun too, though the game should then rather be called Screaming At Dragons).
Current status is that I don’t have any goals or gameplay yet, only the calibration and the initial control mechanic, so is a mere (but already quite fun) toy.
Next things up will be some things he can collect, and maybe some enemies.
And yeah, so far there are quite some keys which need to be pressed. This will be changed later, too, of course – I already have some great ideas for the GUI.
Well, try it out, make suggestions, leave feedback, have fun and stay tuned, more to come!
August 11th, 2010
Since I’m showing my game around on the TIGForums, I thought I might as well leave a post here!
Catcher is a game about (surprise!) catching things! Especially geometric forms. (In SPACE!) With two spaceships, here depicted as circles. These two spaceships are connected by an energy line, which you will use to border your enemies and open a dimension rift by closing it – and thereby defeating anything inside! It features over two dozen unique enemies on more than 30 levels.




Among the various things yet to be done, the most notably one is the tutorial. I hope you can get it together alone with a description of the keys and the menu entry “Demo“:
- X and C makes your spaceships (the blue circles) flying nearer or farther to each other
- The mouse wheel, if you have one, does the same as X and C
- Pointing the mouse makes your spaceships turn
- Clicking the mouse (left or right) makes your spaceships move
The energy line breaks when
a) one of your spaceships touches an enemy or
b) the energy line crosses another part of the energy line (remember: DON’T CROSS THE STREAMS!)
If the line broke, you can restore it by holding X (so that the spaceships touch each other).

Enough babbling, more playing:
(It is Java Web Start, so no installation or unzipping needed
)
While all and every feedback is appreciated, I especially want to know:
- How do you think could the controls be improved?
- What didn’t make sense to you? What wasn’t clear? What needs to be definitly in the tutorial?
- And bonus question: Do you have any ideas regarding new enemies? (This is a bonus question because I don’t know if I will include any new enemies right now, but this will be good to know for the next version
)
- Ultra-special bonus question: Anyone has an idea for a better name for the game? I’m not sure I’m content with “Catcher”, it seems kind of too general.
Still missing so far:
- Sounds/Music
- Tutorial
- Random Mode and Endless Mode need besser formulas
- General polishing
August 6th, 2010
So, here is my first BIGJam 3 hour jam game/prototype/something: One Fish, Two Fish! The theme was “fish” and “attraction”.

Click the image or here to start it.
The fishies follow the cursor when they are very young (and/)or want to make a baby. If they just made one, they will evade the cursor.
It’s more a failure than a prototype (much less a game), but it was worth a try
Somehow it also qualifies for the current EGP (“Zero Buttons”), but since it isn’t any good I won’t sent it in.
Trivia: The fishies like to stick together and make babies, it seems. Click here for an image of some fishcest…
August 6th, 2010
So again, it’s been pretty quiet here. Gotta update more often. Two news for now:
EGP: Zero Buttons
I’m working at a game/prototype for the Experimental Gameplay Project again! This time, the theme is ZERO BUTTONS, so we’ve got to use only mouse pointing/moving or alternative ways of input, like the suggested microphone.
I’ve chosen the last one as my weapon of choice, and try to make a horicontal scroller, one of these where you fly through a cave and should not touch the bottom and top – only that in my version you control the ship with either the pitch or the volume of your microphone input!
I would prefer pitch as input method, but there are some issues with determining the pitch of human humming (at least for me), and sadly I cannot whistle. Well, I will get myself a flute and check if purer notes are recognized better.
So far, the calibration screen stands and is working farely well (and is using a little bit more than zero buttons, gonna fix this later) – I will work on a basic gameplay prototype after the weekend!
BIGJam!
And the reason why I cannot start on the weekend is the second news: I’m going to the TIGForums BIGJam! I’m very excited how my second game jam ever will turn out, and whether I will survive one of these 3-hour-jams… 
More later on! Stay tuned and expect games!