For the Human-Computer Interaction course at my university we had to do a 3d interface prototype. My team decided to make a game with the Leap Motion. And thus, Zombie Planet was born in about 3 weeks: A game that you control directly with your fingers. Defend your world from invading zombies and save your people!
Visit this post for the download, screenshots and credits:
Zombie Planet, A Game Prototype For The Leap Motion
I just added a download for the source code and project to my Wizard Defense game.
The source code is released under the terms of the GPL v3.
The assets (meshes, textures etc) are not released under any particular license. Unless mentioned otherwise on their respective source websites stated in the credits, you are not allowed to use them.
If you’d like to use them anyway, feel free to contact me!
Disclaimer: The project was for a university course. Due to time constraints and that not being a requirement, the code is not well documented nor does the documentation fit the C# standards.
If you’re reading this, chances are that you are developing games yourself. If that’s the case, you might want to take a look (and join!) #onegameamonth. It’s a very interesting challenge/experiment which kind of gamifies the rapid game creation process. Don’t worry, you can still post a game for January and February, and if you participated in a jam (such as the Global Game Jam), you probably have some already!
For me it probably won’t be too hard (after all I’m organizing a monthly jam in addition to all of my usual projects), but there are some interesting achievements that I might aim for – finally selling a game, for example. I’ve planned this for some time now, but interestingly this “achievement” thing actually adds a little urgency to it.
Anyway, #onegameamonth looks exciting. Check it out and join me!
I’d like to share two videos with you! The first one is the video I just added to my blog post about The Fox & The Fish, presenting the game and the backstory:
The second one is the february result presentation video from my very own Berlin Mini Game Jam:
I’m always amazed with what the other participants come up in such a short time! If you are living in or near Berlin, you definitely have to join us for one of the jams. We’re doing monthly 8 hour game jams about themes we vote on democratically. It’s quite relaxed, no competition going on, and a lot of fun. Also it’s not just for programmers (as some people seem to think) – we are jamming with all the disciplines, from artists to game designers to musicians, and get all kinds of results. So far we had: Digital prototypes, board games, card games, physical games, interactive fiction and pure concepts. And it’s getting quite popular lately – last jam we had over 35 participants. Youngest one was 9 years, making a game all on his own with Kodu!
If you’d like to check us out, here’s where you might want to go:
My post about the prototypes I made for the BIGJam 2011 just got an update!
- A version where it is shown whether you won or lost
- Two versions with time pressure:
- One where you shrink constantly while not moving, making it easier to navigate, but soon you’ll have totally vanished…
- One where you grow while you don’t move, making it harder not to hit a red circle
This quirky snake-like just got elevated from a toy to an actual playable game prototype with this update. Compete with a friend to be the first to save 40 cats! Dodge the very very advanced AI of the scientist, and don’t let your friend snatch your kittens right before you can throw them to safety!
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!
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!
For the last months it was pretty silent here. So does this mean I turned my back to game development? Actually, no – it just means I am busy with projects bigger than a 7-days-prototype.
The first project I was working on is called Catcher. It began as a university homework and evolved into the first game project I ever started to make and was really determined to finish. Sadly my laptop was stolen, and while I have the latest (playable :) ) binary, the latest code backup is a bit older. I will have to rework a bit before I can publish it – and a few things like sound, music and polish are still missing entirely.
Furthermore I am working with some friends on an as of now unnamed multiplayer-tower-defense with the working title Netwars, which had reached quite a state but wasn’t yet playable. The thief stole me a month work on that, but since I really like this project I will work hard to make up for it!
And the best thing last: I am working with some students of the Games Academy Berlin on an as yet undisclosed Facebook Flash Game. Fame and fortune, here I come! :) (I am really excited about that and look forward to present it to all of you!)