A brand new game
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29th June, 2014
This week, I started a game with ducks.
Having spent most of last week thinking about OUYACentral/Brew's "Lester and Ralph" game, I was looking forward to making some kind of game which made use of both thumbsticks to control two characters at once.
I'd already given up on Lester and Ralph, since there wasn't any realistic way I could fit it all into a single week, but I carried on with the twinstick control thing, and brought it down to a more manageable scale.
Ducks (and Swans) on a blue pond seemed like a good idea.
Left thumbstick controls the Ducks, right the Swans.
I added a single obstacle into the pond, and attempted to guide both characters around it, at which point the game started to fall apart, as the ambidextrous nature of the controls became all too much to handle.
Over the course of this week, I've tried tweaking and rejigging the controls to get it to feel better, but at no point has that been successful.
It seems a shame to waste a week's worth of work, but sometimes things just don't pan out like you expect them to.
Game Fail : I'll go back to standard simpler controls, next week!
28th June, 2014
This week's game has been started, but progress is slow. There's no particular reason for this, just that my mind doesn't seem to be in a game making mood.
Instead, I've been playing Mario Kart 8 and Tomodachi Life, as well as faffing about with various website tweaks, and doing other none-productive things.
I guess my mind must need a rest or something, as I seem to be taking a lot of breaks lately.
Hopefully, I'll be back in action by next week.
See you then!
23rd June, 2014
This week, I got a new phone, and so game-dev took a bit of a back seat. As a result, this game isn't quite as good as it could've been, since it's missing a fairly significant part.
21st June, 2014
This month's "Platdude In" game is going to be a good old fashioned Joust-ish game. The rules are slightly rejigged in a usual AGameAWeek style, and things are fast and furious, but all the essentials are in.. Flapping, Bumping, Killing. Sorted!
I'm currently fiddling with my standard controller code to get it working with two players, for the co-op and battle modes. I won't be adding players three and four any time soon, but figured I oughta at least add a player two into the mix. It's all a bit of a mess right now, though, so if the game ends up being single-player only, know that I did at least try!!!
Tuesday : Platdude in ... Battling Ostriches
20th June, 2014
A graph of all the available data from the Archive. May not be entirely accurate, but shows approximately that I've gotten better at scheduling AGameAWeek. As it reaches 2013/14 it all gets a little smoother!
2011 is where I attempted AGameADay for a little while, so it all gets a bit busy.
.. Also, a bit of a gap during 2012 : Couldn't be helped..
But otherwise, it's been a nice, reasonably steady flow of games, and with any luck, that'll continue for a long time to come.
18th June, 2014
Someone over at Softpedia has been closely following AGameAWeek for quite some time. It seems that each time I post a new game, within a relatively short period of time, it pops up on Softpedia's archive.
Handily, they tend to link directly to my downloads, so if in the future I opt to update any of my games, people will be able to get the latest edition.
They also write their own little descriptions and take nice screenshots, too.
It's a nice way of doing things. I'm rather happy about the way their site works. It brings in a couple of extra visitors a week, and that's all great for getting new people to learn about the great AGameAWeek style of gameplay.
16th June, 2014
Another epic space based blaster. Complaints about control scheme were all the rage for our last game, so this week I've opted for something a little bit simpler, and easier to control. Especially since it shoots for you!!
15th June, 2014
And we're back to test-editions again!
I recently donated my Nexus 7 to my sister, thinking all was silky smooth in the land of Android dev.. Then I bought a new laptop, and had to reinstall the entire dev-kit, and now I've no idea whether things are actually working anymore.
Guess I really need test devices, eh? Aw well, live and learn.
If you've an Android device handy, You can Download Space Clusters here as an .apk, and give it a whirl. Hopefully it works fine. Be sure to let me know if it does.
14th June, 2014
Welcome to Xmas 2004, when I released an early test version of Platdude Spheres!
The game's basic idea was sound, but the gameplay never quite fit the idea, and it doesn't exactly "feel" like Platdude, either.
As such, the game was pretty much abandoned at the stage you currently see it.
Maybe now would be a good time to re-attempt the game, perhaps as part of this year's Year of Platdude?
You can Download Platdude Spheres (Xmas 2004) here, but be aware that it's quirky and broken!!
14th June, 2014
Hmm.. I had hoped my entire devkit had managed to cross over from Win7 to Win8.1, but I'm struggling to get "proper" Android dev compilation working. Hmmm..
Still, Windows, OUYA and HTML5 all seem to be working smoothly, so I'll continue to focus on those whilst I try to get everything running smoothly again.
Tuesday : Space Clusters DX
9th June, 2014
.. There's always something fun to play at AGameAWeek.com
I single-handedly give you an absolutely choc-a-block schedule of fantastically playable games, every single year.
Stick around, and you're bound to find something you'll love, and it won't cost you ??50 to play it.
AGameAWeek : Because games are for playing.
6th June, 2014
I only went and bought a new laptop!!
I need to, not only get this new laptop up to my usual Dev-Kit standards, I also need to format, clean up, and "un-developer-ify" my old laptop, so I can hand it down to my sister.
This'll probably fill up most of my weekend, so the chances of my getting a game done by Tuesday are looking pretty slim.
I'll keep you informed, and post some nice pics and things, later, when I'm sat waiting for the other laptop to format and reinstall Windows!
3rd June, 2014
Occasionally, I base games upon crazy bits of coding that seem fun to play with. Sometimes games can form from odd little artistic doodles that look strange and unusual. Other times, I'll start with a sound effect, or a piece of music, and allow it to fester away until a game has emerged.
This week is different..
This week, the game's idea came solely from the stupid mock game title that randomly popped into my head.
31st May, 2014