Feb. 1, 2012

Here is what I ended up with at the end of GGJ 2012. I've cleaned it up a bit, got it working under Internet Explorer (mostly) and put it online here.

Screen shot of commit 31

I ended up with more of a virtual world or virtual ecosystem than a video game. I ran out of time to put probably the most important thing into the game - game mechanics. Also no time for sound, the player has very little agency in the world, and there are no win or lose conditions.

Overall it was a lot of fun to build though, and I got some pretty neat new technology for jsGameSoup out of it, namely the isometric camera library, and a lightweight vector math library.

GGJ was also really fun just because of the social aspect of being crammed into a room with like minded people for 48 hours. Can't wait for next year!

Jan. 29, 2012

End of Saturday night, day two:

The Cycle - day two

Got some sleep. Lots of on the TODO list for today. About 7 hours left. :)

Jan. 28, 2012

The theme is "Ouroboros". Progress as at midnight day 1:

The Cycle - title screen

The Cycle - current gameplay

I have a reasonably concrete idea of where I am going. Hopefully there will be time to iterate on my idea and "find the fun".

Jan. 27, 2012

I am ready for Global Game Jam, Perth 2012!

Not going to globalgamejam? Check out Wai-con - it was a lot of fun last year and the costumes and atmosphere are enjoyable even if you are not that into anime.

PS I'll probably throw on a little bit of Disasterpeace too. :)

Jan. 24, 2012

Recently I added Sean McCullough's Javascript implementation of the Perlin noise algorithms to jsGameSoup. These Academy Award winning algorithms by Ken Perlin are fantastic for adding procedural content to your games.

Simple noise generated RPG map

The RPG map above with grass, water, road, sand, and tree tiles represented in the different colours, was produced with the simplex noise demo here. It can randomly generate a basically infinite number of unique RPG maps of basically infinite size. Check the jsGameSoup documentation for more details.