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1411363 Posts in 69351 Topics- by 58404 Members - Latest Member: Green Matrix

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1  Jobs / Collaborations / VR Jam team looking for 3d artist on: August 03, 2013, 04:33:07 PM
Hello!

My team and I are working on a racing game for the VR Jam. This is a 6 degrees of freedom game, similar to descent, with twisting mine shafts that you must pilot through. We are really excited about this project and feel it has a lot of potential.

We have done a lot of previous game projects, including our most recent project Attack of the Space Boulders. I have more example work available on my portfolio and a couple other games listed on my company website.

We need a 3d artist to help us model a ship and a track! If you think you would be a good fit please PM me or reply here. We will be looking for examples of previous work or a portfolio. I look forward to hearing from you! Smiley
2  Developer / Playtesting / Re: Attack of the Space Boulders - Asteroids on the Oculus Rift on: July 31, 2013, 10:05:21 AM
What's new?

Changes for 1.0:
- Targeting system overhaul
-- Target objects with the right mouse button or left bumper (xbox controller)
-- HUD will display velocity relative to targeted object
-- Added lead target reticle for easier aiming
- Updated difficulty curve, starts easier but quickly gets much harder
- Added explosion particle effects
- Locking mouse to game during gameplay

As well as other minor tweaks and fixes. Smiley
3  Developer / Playtesting / Re: Attack of the Space Boulders - Asteroids on the Oculus Rift on: July 30, 2013, 07:32:42 PM
Updated with version 1.0! I will likely be taking a break from developing this for a while, unless there are game breaking bugs found.
4  Developer / Playtesting / Re: Attack of the Space Boulders - Asteroids on the Oculus Rift on: July 20, 2013, 01:48:13 PM
The controls were designed with an xbox controller in mind, and may be strange on other controllers. They are configurable via the game launcher, in the input tab. Smiley
5  Developer / Playtesting / Re: Attack of the Space Boulders - Asteroids on the Oculus Rift on: July 19, 2013, 10:09:21 AM
Updated with a new version! Most notable feature is support for standard monitors. Let me know what you think. Smiley
6  Developer / Playtesting / Attack of the Space Boulders - Asteroids on the Oculus Rift on: July 16, 2013, 11:42:32 AM
Attack of the Space Boulders is a game I've been working on for the past 2 weeks with a friend of mine. It is heavily inspired by Asteroids but with a 3d twist, designed specifically for the Oculus Rift. We really wanted to transport the player into the cockpit of a virtual space vessel. The feeling of space flight and navigation being of the utmost importance.

Download version 1.0:
Windows
OSX

Changes for 1.0:
- Targeting system overhaul
-- Target objects with the right mouse button or left bumper (xbox controller)
-- HUD will display velocity relative to targeted object
-- Added lead target reticle for easier aiming
- Updated difficulty curve, starts easier but quickly gets much harder
- Added explosion particle effects
- Locking mouse to game during gameplay

Changes for 0.9.5:
- Added high score board
- Support for standard monitors
- Small gameplay tweaks and balances





Screen shots don't really do the game justice, if you have a Rift then you should really see it in person! You can now play the game on a standard monitor as well. Smiley
7  Community / Townhall / EchoSpace on: December 27, 2011, 05:25:00 PM
I have released EchoSpace! EchoSpace is a top down shooter game with a twist, there is no actual shooting. Instead, you need to control your ship AND your energy weapon simultaneously to evade and destroy enemies. It takes a few tries to get the hang of, but is rewarding once you master it!

EchoSpace is currently available on Xbox 360, you can find it in the Indie Games section of the games marketplace. Or you can go to the EchoSpace marketplace page. The game is an affordable $1 (80 points), and there is even a free trial. Any and all support is hugely appreciated Smiley.

I also have plans to release a Windows version soon, stay tuned Smiley.

Here are a few screenshots and a

to look over:

8  Developer / Design / Re: Level Design Workshop - #3 Structural Atmosphere on: August 18, 2010, 06:27:45 PM
Tech Base

I had a pretty good cave level but my computer crashed before I could save it, doh! Might try and re-create it later.
9  Developer / Design / Re: Level Design Workshop - #3 Structural Atmosphere on: August 16, 2010, 08:05:32 PM
Floating Rocks
Simple and a little ambiguous. Not sure anyone would guess the theme was floating rocks with clouds in the background (unless I told them), but still turned out good enough to post I think. Gameplay is open and airy as expected.

Streets of Death
Another level with open and airy play, but this time you are on top of buildings! I am happier with this one, though there are a couple of confusing areas. One is supposed to be inside a building, the other is... hey look over there! Smiley

I tried to stay close the original level on both of these, this turned out to be a fun constraint. I may come back and create a claustrophobic version of this level to contrast the above two.

Cool exercise!
10  Developer / Design / Infinite high score gameplay VS level based "story mode" gameplay on: August 05, 2010, 11:01:16 AM
I've been developing a simple shoot em up game (with a cool gimmick!) as a learning project. My focus has been learning XNA, and the experience of (eventually) releasing a polished game to Xbox Indie Games.

Most of the remaining work at this point lies in level design. Level design will greatly impact gameplay, and it could easily go one of two ways:

1) There is only one infinite level, and this would be a high score based game. The game would keep getting harder and harder until the player eventually dies, with no way to beat the game except for getting the top score.

2) Create several discrete levels that eventually lead to an end boss, allowing the player to beat the game. There could still be a top score mechanic, but getting a higher score requires efficiency instead of surviving longer.

There are many examples of each of these approaches, and I think they both have their advantages and disadvantages. Which approach do you prefer as a player, and why?
11  Developer / Design / Re: Cow Get: A 2 hour prototype on: August 05, 2010, 08:31:09 AM
I think cow get is pretty fun!

The movement could use some tweaking, but I like how moving around is a challenge. Maybe a little friction and gravity would be fun?

The lack of boundaries or camera tracking is the most irritating, but this is a prototype and those can probably be ignored unless you want to take this idea further. Smiley
12  Developer / Design / Re: Level Design Workshop - #2 Composition and Pacing on: July 21, 2010, 08:35:56 PM
Hello, this is my first post!

I have created five levels that increase in difficulty from easy to really really hard Smiley

I actually started with four levels but realized that the transition from 3 to 4 was too much, and created a level between them. I found this the most challenging, creating a level that is harder than one but easier than another.

Overall I am happy with how these levels ended up, check them out:

level 1 - Cupcake Land
level 2 - The Orchard
level 3 - Bingo Town
level 4 - The Wastelands
level 5 - Chuck Norris

There are a few spikes in difficulty progression, especially for newer players, but I feel its pretty close to what I wanted. This was a great exercise!
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