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Blaze: fire puzzle released!

the last title (or one of the last) released by Mere Mortals games before they went into insolvency was Blaze: Fire Puzzle for iphone and ipad. I was designer on this project, and even though I’m no longer at Mortals and won’t get any money from the game’s sales I’d love to see it do well as proof of our team’s talent and dedication.. check it out at the app store:

http://itunes.apple.com/us/app/blaze-fire-puzzle/id387426605?mt=8

and there’s a very nice review over at Macworld:

http://www.macworld.com/appguide/app.html?id=654773&lsrc=rss_main

iphone guru, decent review!

http://www.theiphoneguru.net/2010/09/06/review-blaze-surprises-as-an-interesting-and-engaging-puzzler/

will post more as I find ’em

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Screenies!

New round of screenshots.. I think the art’s nearly done on this, there’s just some UI work and tweaks, and gameplay values to finalize.. can’t wait to finish! Oh yeah, and a tutorial type screen.. need to get on that

latest version:

http://www.redprodukt.com/testing/PlasmaPig_beta07.exe

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chugging away

Still working away!

there’s been some ongoing difficulty curve struggles which I think I’m ironing out. I’ve decided to switch the game enemies from pre-planned lists of enemy spawns to a dynamic/random system which spawns enemies based on level number (difficulty).  It turns out that I was creating the enemy level spawn lists to a set of rules in my head, but it was very clunky to quickly change the lists to balance them. It works out easier just to program that set of rules and tweak bits here and there than to re-make the list every time I want to change it. I originally wanted it so that a player could memorize enemy patterns to improve at the game, but people were’nt doing that anyway beyond maybe the first few enemies in the first level

Also, I’ve added music to the next version, as well as some cosmetic boosts which should be fun!

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‘nother version!

 http://www.redprodukt.com/testing/pigs_beta_04a.exe

main changes:
-player now slowly heals ‘current circle’ all the time
-new ‘inner forcefield’ to help represent health
-enemies have indicators when in range, and crosshair when you’re over them (this doesnt indicate if you can kill shield enemies yet)
-enemies fire ray beams at the stations to indicate attacks

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gameplay tweaks

here’s the latest game version: http://www.redprodukt.com/testing/pigs_beta_03.exe

I decided there wasn’t enough timing in the game, and I had based the original idea more around that concept. I’ve changed it so that to kill enemy ships, you need to press space and electrically charge your ship to kill enemies

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Game testing

ok, so I’ve decided to put the game infront of some people to get a bit of feedback and hopefully spur me on to completion. Its not ideal posting on the ‘net and awaiting comments, I’d much rather be sitting with people playing the game but needs must!

I should at least get a good picture about the difficulty curve, and hopefully some interesting gameplay suggestions. I’ll post the test version here later..

changes: displayed score on the score recap screen; displayed level number on ‘ready’ screen; changed ‘you suck’ message to something more friendly when you fail..

edit: I’ve posted here so far:

http://www.polycount.com/forum/showthread.php?t=76289

http://www.gamedev.net/community/forums/topic.asp?topic_id=581004

http://forums.tigsource.com/index.php?topic=14592.msg423268#msg423268

http://forum.quest3d.com/index.php?topic=69261.0

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Hello world!

Welcome to rust red, my blog on game design and art. I’ll be posting images and demos from my ongoing game projects and links to anything art and game related that I come across.

To get the ball rolling, here’s a screen from my current project ‘unnamed pig based space game’: