Detroit Game Developers Unite!
Peter Guenther from Grand Circus and myself have started up a meetup for Detroit game developers!
Our first Meetup is scheduled for May 4th. The agenda will be introducing ourselves as well as going through Ludum Dare 38 entries. If you are making something for LD38, make sure you hop in the Slack channel and share your progress! I’ll also be streaming my LD38 progress on Twitch here.
Future meetups we are planning to have training sessions , guest speakers from across the gaming industry, and potentially hosting our own Detroit area game jam!
We’re looking forward to seeing you there and helping the Detroit game development community grow!
You are a delivery bot working for Cloak & Dagger Deliveries Inc. The trouble is the only places you deliver to are secret societies, so you’ll have to use the clues given to you to find the correct one. If you mess up a delivery, you might find yourself face to face with a killbot.
Been a while since my last post, so time for an update! Since I left my job this past September, I have created 6 games and have 2 in progress! Holy cow! Here is a little timeline of them (links to all of these can be found on my itch.io page here):
Face Puncher (made for Ludum Dare 33)
Rainbow Dragon Slayer (made for Mini Ludum Dare 62)
Rocket Racer (made for October Challenge, I succeeded and made my first dollar from game development ever!)
Stare Faux (made for November #UE4JAM)
Eagle Farts (made for Mini Ludum Dare 63)
Hyper Hydra Havoc (made for Ludum Dare 34)
Secret Society (a puzzle game based on an idea from Terry Pratchett’s book “Guards! Guards!”)
Mars Base Simulator (sim game for the first ever LibGDX Jam)
After finishing my current in progress projects, my next step for 2016 will be taking one of these prototype idea, remaking it into a full game, and releasing it. At the moment, it is looking like it will most likely be either Face Puncher or Secret Society. Either way, I am very excited to see what 2016 has in store for Broken Shotgun!
Rocket Racer has been released, you can get it here: broken-shotgun.itch.io/rocket-racer
The Universe is being plagued by a virus that is able to spread through space and infect a planet in seconds! You are the AI of a nuke on a mission from your home world to nuke infected planets, but there are other worlds looking to take credit for saving the universe. Race and battle against other nukes to be the world that gets credit for saving the Universe!
- Battle rockets in space!
- Nuke planets and other rockets
- Strike, kill, and destroy to become the #1 hero of the universe
Which also means I’ve completed the October Challenge! Woo!
I’m back to working on games full time! Actually I have been since the beginning of September and I’ve already finished 2 prototypes, an entry for Ludum Dare 33 (Face Puncher) and an entry for Mini Ludum Dare 62 (Rainbow Dragon Slayer). I’m also currently working on a third one, a Rocket Racing game (untitled at the moment), for the October Challenge 2015.
I’ve switched to using Unity and wow has it made the difference; so many headaches of programming things from scratch with LibGDX are just taken care of for you. Plus the ability to prototype quickly and modify variables on the fly means you get to spend time on the more important stuff rather than number bumping and recompiling. I’m also hoping to play around with Game Maker Studio and Unreal Engine sometime this year.
A main focus of mine with this attempt at full-time game development is visibility. I really want to get the stuff I make in front of people as soon as possible. I’m trying not to be a ghost, so I’ll try to post or at least Tweet about progress or when I start a new project. Also I am going to get a Twitch stream up of my development, too. I’ll post a stream schedule and link when that is all good and ready.
That’s it now, you’ll here from me soon kids! Til then, keep it interesting.
I am presenting “LibGDX – A Postmortem” at Self Conference Saturday, May 30th! I’ll be making some polish tweaks to “Throw the Moon” and adding new stuff to my presentation from my DevFest talk.
Throw the Moon development is done… for now!
I want to fix a visual bug that blocks out the neat moon fall animation I had when you clear a stage that only seems to happen in the release build, but other than that I am moving onto a new project! I need to update the source page and maybe document my experience a little more, so stay tuned for that!
UPDATE (5/9): Visual bug fixed! Turns out it was an issue that was covered up by the debug renderer in LibGDX Stage drawDebug enabling blend instead of me having to set it for the screen fade effect to happen.
- Download the source:
Let me know what you think! It isn’t the most polished thing ever and gameplay is kind of janky, but still something I am proud of.
Michigan DevFest 2015!
It has been quiet in the Broken Shotgun office since the flood in August, but I am happy to announce the game development cogs are churning once again! I have been selected to give a presentation at this year’s Michigan GDG DevFest! Stay tuned for updates!
A lot of changes and polish has gone into Reverie in the past couple weeks! Quests, adding dialog, tweaking plot points, and most recently – shaders! I’ve been working on a few shaders for the game that will really accentuate the environment. Right now there is just a few plot points that happen at night, but I am currently looking into making a regular night and day transition part of the game.
I am working on a free demo that should be ready in August for Windows! It will be available for download through the IndieDB page here.