A core feature we have since the game started is local multiplayer, and that is one of the most funny things of the game. We think we should explore more this feature adding some coop minigames for example.
If you want to try the development version of the game, click here.
Here is a video of the game right now:
One thing we are working right now is to integrate the game with a Jbullet (a port of bullet physics engine for java) to test some interesting behaviours and see if we should add them to the game or not.
Here is a video showing a snake moving a box:
Thanks for reading.
Once a year a Game Development Contest named “Concurso Nacional de Videojuegos” is made in Uruguay, organized by Ingenio and Proanima. This year corresponds to the 5th year contest, it began on July 14th and it ends on November 9th. During this time, a series of conferences are performed where people from video games industry are invited to share their experiences in developing games. All the conferences are leaded by the owner of Powerful Robot Games, Gonzalo Frasca.
Some people invited from local games companies are Fernando Sansberro from Batovi Game Studios (creators of The Adventure of Mary Ann and the Lucky Pirates, Super Vampire Ninja and some other games), Eli Barnet from Kef Sensei (creators of Parking Dash and Hotel Dash, etc), people from Trojan Chicken (creators of División Especial de Detectives for olpc and pc) and people from Kalio (creators of TriDefense for iPhone).
At the end of the last two contests, organizers invited Chaim Gingold (Spore game designer) and Robin Hunicke (Producer at thatgamecompany) to judge the contest games and share experiences as well.
This year we decided to participate with a small game in order to make a small entrance in the local industry and to establish a better relationship with the other industry members, and to win the contest, of course.
We have been wanting to try the Android platform for some time and just recently bought an HTC Desire phone (It rocks, not so much the multitouch implementation).
Right now we are:
- Investigating the platform, going through the API and Best Practices, to see what kind of games we can do, and how easy it is.
- Decoupling our engine from some libraries like Slick2d and Groovy in order to test if we can reuse it for Android development.
One huge issue with Android right now is that the market has support for selling apps from a little list of countries. Of course Uruguay which is where we are from is not one of those. So we have to see if we can make things that can be supported with ads, donations, other markets (not the main android market), or some other solution.
We will be making some update when we have more knlowledge about this interesting platform.
As we did for Ludum Dare 17, we decided to participate to Ludum Dare 18. In this case, there were two options, the classic : one developer has to develop a game in 48hs from the scratch; and the jam which allows multiple developers to develop a game in 72hs reusing any code and assets they want.
We tried to make the games for the main competition but as we ran out of time we decided to continue and participate to the jam instead.
You can try our games and make comments if you want.
As the title says, we have changed the way we were showing the games.
Now, we have a page for each game showing a screenshot, the game’s description and links to play it as an applet or via webstart. This is the page where we would add any content about the game like videos, faq, reviews, comments, etc.
One objective of this change was to make applets more friendly letting you see information about the game before interrupting you with the applet loading and also a friendlier message when you don’t have the correct version of the java plugin for your browser.
If you click on the play as applet link, a new page is displayed showing an image of the game and the game’s instructions, you can load the applet by clicking on the image.
Hope you like the change.