Tuesday, October 26, 2010

Gonna need a montage

Today i noticed something very cool. If you were to take a look at these three videos you can see the way Bullet has evolved over time.

It feels pretty cool to see that the projects we have been working on for the past year are changing and improving. It makes me feel like I am actually accomplishing something.


Thursday, October 21, 2010

And then there were 2...Weeks left.

So here we are closing in on the finish line, scary stuff indeed. But fortunately things are looking good so far. Even though I have broken the latest build of Kebablhu slightly, it is only to make room for the sweet new art Remixed and Enhanced, 8bit CSI style by the awesome Kai. Kylie is also doing some sweet work with the assets and animations. This is all happening while i'm sitting in a dark room slowly giving the player a chance to make greasy love to a Hobo. I truly feel i am furthering the potential of storytelling and character progression in modern games.

Heres a screenshot for everyone to enjoy. The first room of the game, the Citadel. Home of drunkards and the famous hairless bear.
More as it comes!


Thursday, September 23, 2010

Level Fun Times

So I haven't posted in a while. I thought i would take a look at the test level we have at the moment and see which parts are awesome and what we should see more of as we create new content.Here we can see an awesome picture of a star exploding into shiny oblivion. If we look closer we can see what the tunnel is doing and what we can see in the background. If you check out the arrows you can see a dodgy tube with a default Lambert shader; This doesn't really work very well right now but by adding more background elements to a level we can make it more visually interesting when players hit the slowdown.

More importantly though the tube leads downwards into a corkscrew. This feels pretty awesome and would probably work well after descending a large distance. Leading the the players into an epic corkscrew after a simple angular drop could be quite interesting.

Now Here we have something very cool. A sharp S-turn with multiple objects placed on the far end of the turn. This creates a very cool gameplay element of being able to see silhouettes of pixel objects through the semi transparent tube. When multiple targets with different point values are implemented this will give the player an early look into what is coming and let them get an insight into what they should be aiming for.

More to come as we go!


Monday, September 6, 2010


Thought I better post up something seeing as it's the week 7 or something insane like that. The work with Kebablhu seems to be going quite well. Kylie has got some sweet functionality going in Adventure game studio. The great thing about that is that once that is completed and we do a sweet art pass this thing can be magical. I am currently working on the dialogue and conversation trees. It's pretty challenging, but i am enjoying it thoroughly.

The Aim here is to make people laugh, to try and fool them into thinking that they are having an
awesome time; Perhaps even thinking that the creators of this mysterious game should receive medals for their service to humanity. Unfortunately at this time I don't have much that i can actually show without looking like pages of scribbled writing and lines joining them. So instead I offer you an edited Cyanide and Happiness comic showing how i think a conversation about our game would go down after it's released.


Thursday, June 17, 2010

Bullet: We did it live

So that was fun semester filled with extreme joy and laughter followed by pain and suffering. But all is well and Phase 1 of Bullet is now complete. I would like to share with you the exact point in time where It occured to us that we were making something cool
Thats right this image is us playing a build with our latest additions on an extremely large television. This photo was taken at around 10pm last Friday, It was a marvelous time where we could see exploding pixels and points flying around the screen. Once we added in the 8bit version of Daft Punk's Harder Better Faster Stronger the experience was truly amazing to us.

We knew then that we had made a game that people could enjoy, with some more polish we could do so much more with it, and thats why we will be continuing with development slowly through the rest of the year. I am extremely happy with how this semester turned out I and I am excited to see where we are headed. You can check out the Bullet Postmortem over at Tyson's blog to see some interesting stuff. Well that's it for now.


Sunday, May 30, 2010

Bullet: Score System 2

So I have been working on trying to get the scores animating for about 4 days, today i decided to scrap what i had an try something different. Enter the iTween package. The Itween system helped me get the result i was looking for, and seeing as it took my 4days of work and turned it into 1 line of code I was pretty happy. So heres some more gameplay footage and a glimpse of the bare bones menu system.

Friday, May 21, 2010

Bullet Score 2: The Video

Heres some in game footage of the basic score system at work.

Bullet: Score system skeleton from Nic Gomez on Vimeo.