Friday, December 24, 2010

suteF - Release Date Announced

Original Article taken from the suteF Official Website

suteF should hit the internet in its done form on December 28th. If you're not, you should be following the suteF Twitter, suteF Facebook Page, where I update a lot more regularly, and you can get the link the second it hits.

So, I have some explaining to do.

The last two months of development on suteF have been fairly lackluster. I have been completely burnt out after the IGF rush, and I haven't exactly been very good at keeping the hype alive on my work. The result that is coming out on the 28th is mostly a bug fixed version of the IGF submission, and won't include Chapter E. I'm leaving it out because I'm not sure how much it would add to the overall game, and if it's a secret chapter, how many people are going to be able to get to it anyway?

If suteF does a lot better than I expect it to, then I might consider releasing a special edition and add Chapter E. This doesn't seem very likely because of my 'marketing' shortfalls, so don't get your hopes up too high.

suteF has been a very difficult project to pitch to people to play for free, so I'm banking on the fact that the mysteries surrounding it also attract newcomers. This is why I'm likely NOT going release the story for the game either, or if I do, it will be fairly enigmatic and convoluted much like the original's.

After discussing this with friends, playtesters, and complete strangers; people's own stories that they invent for suteF are much more fantastic than anything I, a professional writer, or anybody, could ever make. suteF is definitely a passion project. I've made everything exactly the way I wanted, and very likely at the expense good design (design meaning the profoundness of the end product, mind you). suteF is a game that is so personal, I'm not even quite sure where all of it came from.

If you're still a dedicated fan, you'll tell people about suteF. I want people to gobble it up on the 28th, even though that might be a really weird day (that likely will get it ignored by the 'game of the year' type stuff coming out over the next few weeks). Post it, tweet it, love it, review it. I'm going to do all I can to make up for my shortfalls, and I know I'm asking a lot.

But thank you so much for listening! IT'S ALMOST HERE! :D

Thursday, September 23, 2010

It Snows in suteF

Sorry for posting late. All that jazz.

This is a screenshot from what's been added to suteF in recent weeks. There are several icy stages present now! It's both necessary for adding more visual diversity AND for being totally sweet.

If you haven't been following me in the twitter-verse, then you may not know that I plan on finishing suteF by October 8th. I'm going to take a week or so to bug polish, getting suteF all nice and pretty for IGF 2011.

I think anyone who's been working on a game for a deadline knows that it's really hard to keep everyone posted (especially when you're just working on your own! :O), and I've got some really neat ideas up my sleave that I'll want to share in the future.

But for now, I've got a LOT of work to do!

Tuesday, August 31, 2010

Obligatory Not Dead Post

Yeah. Not dead. You get it now.
Things you may have missed:

Chawp! was a project that I and Brian 'brod' Rodriguez made for Game Jolt's Second Game Jam. It involves what the title calls 'chawping.' It is hard, it is fun, and it is pretty unique. Other people who were involved in the game were Matt 'scoz' Scorah (SFX) and Ashley Gwinnell (Music). I may do some sort of postmortem for it here in the future.

Meet Computer Bear. He is one of several new characters that are making their appearance in my follow up to Fetus, suteF. Not much information is available now, but I will tell you that he is the one responsible for building the TVs that teleport you around, and he can be considered a 'gatekeeper' like character that introduces you to the type of world you're going to encounter.

Visit3's progress has nearly slowed to a halt so that I can finish suteF. However, I've placed some of the work for Visit3 in the very competent hands of David Mann, a local programmer. So far, I've introduced the game to him (and by introduce, I mean it threw the entire source at him and he gets to be dumbfounded by my terrible-looking code), and we're in the process of working out the kinks of making Visit3 run on Xbox. The game has no content at the moment.

suteF will NOT be finished for YoYoGames Competition06. This is happening for a number of reasons; I really feel that suteF needs to be “done when it's done” because it has grown into a game that simply requires further gameplay exploration. At the moment, its potential has exceeded anything I had ever conceived when I initially designed it. But...

...suteF is going to be done in time to make the IGF deadline. :]

Friday, July 30, 2010

Game Pick - Mind Jolt

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View Game Page

A couple of weeks ago, Game Jolt put on their Indie Games Demake Competition (where I entered Hold Off Brownish-Yellow). The entire competition was a really great success in my eyes, and it made me feel as though Game Jolt is back on the rise once more.

If you're interested, GameJolt is holding a Weekend Jam through August 6th to the 8th, and it's open to anybody who is crazy enough to make entire games in a single weekend. I made Vatn Squid for the very first Jam held by GameJolt.

BUT, what I really want to talk about was a game that unfortunately didn't get completed in time to participate in the Demake competition. This game is called MindJolt, made by the very talented creator of Flood the Chamber, Matt Scorah.

Do you want to know what is really awesome about Mind Jolt? It isn't truly a demake, but more of a reinterpretation of one of my most treasured, most overlooked, and best written games: Mind Shock.

A Pseudo-Review

I'm deeply honored by Matt's work on the project. He has paid such a great deal to the nuances and details of the story that when I loaded it up for the first time, I was in tears of joy! The certain subtleties of the events and abstract characterizations were played out perfectly, and even better than I could have ever hoped to accomplish in the original. I had no idea that anyone could have caught so many of the ideas that were only hinted at once or twice in my version.

Matt also kept one of the most specific highlights of Mind Shock alive: the Vector based drawing of virtually EVERYTHING in the game. This may seem like something trivial, but when you do it right, you can tell the preciseness achieved using the original Vector style, and I've always felt that to be one of the greatest features of this series.

But, this is where the greater majority of the similarities between the games begin to fade, and Mind Jolt becomes its very own, very unique, and very well crafted endeavor.

If you compare the visual style of the games, you can tell that Matt's version feels a lot darker, and certainly more mysterious an threatening than the brighter version I had made. There also seems to be this very clever, and somewhat ruthless nature to the pounding that the enemies receive. BOOM-Boom-Ba-Boom!

The gameplay has also GREATLY changed. Matt took the shmup elements from Mind Shock (and allegedly Vatn Squid) and pushed them to their limit. There are no signs of Static Shock (the pendulum swinging gameplay), and there are a couple of bosses that reflect the gigantic bosses you were required to maneuver through in the original. To sum it up, the chunks of armor from the Boss Shock mode were combined with the Shmup Shock gameplay, and fleshed out in many different ways.

One of the biggest, and possibly most 'controversial', differences between Mind Shock and Mind Jolt is the pacing.

Mind Shock is a very fast paced game that is split into 4 different chapters, each one lasting about 3-10 minutes depending on how good you are at dodging things. You have the opportunity to quit at any time and come back to complete the next chapter. You are also pretty nimble during the fight; you will lose a little speed by shooting, but it's still fast enough to avoid a bulk of your worries.

However, Mind Jolt is a different story. Matt provides, what I affectionately cursed while playing, a 'deadly death gauntlet.' Your endurance will be challenged; this is no exaggeration. You have to conquer 20 separate and increasingly difficult waves of enemies, all in the same sitting. By all means it's doable, but my first play through took me about an HOUR of REAL time to beat. Needless to say, I was exhausted, but it feels so worth it. I got a lot of gratification out of finally winning it, like many older games that require such stamina (i.e. Battletoads, Super Ghosts 'n Ghouls, etc). Matt's version also pushes the speed hindrance to its max, providing a VERY noticeable difference between your movement during fire and while released. This is by no means bad, but very interesting. It puts more skill requirements into the player's hands, and demands that they think twice before simply laying waste to the enemy.

For the record, I enjoyed Mind Jolt's gameplay over my own.

One very good treat that I also enjoyed was the ability to compete for a best completion time. (Mine at the time of writing is 45 minutes and 8 seconds. I DARE YOU TO BEAT IT!)

Overall, Mind Jolt is a very strong game that stays undeniably true to its inspiration but is also ripe with amazing visuals, gameplay, and story of their own merit, and is more than worth the 'deadly death gauntlet' to complete, if not only for the shear pleasure of saying you were able to do it.


Friday, July 23, 2010

suteF - Screen Dump

Sorry for the huge delay on a new post. I have been busy at work, so hopefully these 'enigmatic' shots will make up for it:

A visitor?
A friend?
A Fetus?
Where's the TV?

Wednesday, July 7, 2010

Hold Off Brownish-Yellow


I've finished my first game since Vatn Squid. This was my contribution to the GameJolt IndieGames Demake Competition. The game I chose to do for this was a game called Hold Off Red by Matt Thorson, the gentleman responsible for Jumper, Give Up Robot, and a hole slew of others.

On the surface, my decision to demake Hold Off Red may seem strange to most everyone I talk to; it's a fairly old game (first finished in 2005, then remade as a flash project in 2009) and it isn't one of his best known games (I don't recall reading too much about it on games blogs when he re-released it). HOWEVER, I just get this, vibe out of the game that I really haven't gotten out of too many other games. Ever.

To sum up Hold Off Red, you play as a heart, stationary in the middle of the play-field and unable to move, that has to fend off Woes by shooting them. There's RPG elements and strategy involved galore (you have a bunch of different 'ultimate attacks' you can choose from, all with nice advantages and disadvantages).

But that's not why I really like Hold Off Red.

I'm very likely reading into it a little too much, but on the surface, the game appears to be just that description above. But, why Woes? Why even a Heart? The symbolism just kind of strikes me everytime. I always feel that Hold Off Red is a game about hopelessness, or at least a representative of all of the things that make us feel hopeless. You can't really win. All you can do is try to stop as many Woes as you can before you're eventually completely overrun and have no chance to survive. It's just... so damn BLEAK.

What's even more special about this is the fact that a narrative that interesting doesn't get in the way or consume the gameplay at all. It is companioned with it; bold enough to peak your interest, yet subtle enough that you can only think about it at key moments.

If you haven't played Hold Off Red, you at least need to try it. It's not really for twitch-shooter guys or anything, but the difficulty curve is really nice, though it takes just a tad bit to get into it. Oh, just go PLAY IT already.

And for you retro enthusiasts, you should play mine. It's fun in it's own right, and surely not for the same reasons Hold Off Red is. I tried to stay as close to faking the specs of a GameBoy as I could. There were really only a couple of things wrong with it that don't jive with the GameBoy style, but I felt I did a good job.

Concerning my other projects, they're still on, and I'm going to post about them here pretty soon to make up for the week I missed. Thank you readers, and thank you Matt for making such a wonderful game! It has truly inspired me since I first came across it so long ago!

Saturday, June 19, 2010

suteF - Announcement Screens

If you haven't been following me via my twitter, this is the official announcement of my newest project: suteF, a sequel/remake of Fetus made specially for YoYoGame's Competition06.

Meet Bob

If you compare suteF to it's original game Fetus, you'll notice that it looks a million times prettier. There's going to be a bunch of very interesting extra features added for this sequel as well.

Visit3 development isn't on hold! (I nearly exhausted myself to death during the two months leading up to the Visit3 World Editor video, and have taken a couple of weeks off game dev) The next two weeks are going to be a very in-depth work session on both games, to help keep my development sharp and refreshing.

Keep reading! I'll keep you posted!

Friday, June 11, 2010

Fixed Download Links

It recently came to my attention that I had screwed up all of my download links, and it's been that way for a month or so.

All I can say is that web is definitely a week suite of mine. And to think, that I didn't do a thorough check on my links after I changed it.

All of the issues should be taken care of though, and sorry for any inconvenience it may have caused.

Thursday, May 27, 2010

Visit3 - World Editor Preview

So what does this mean? Well, a number of things really.

This video shows my progress over the last 2 months on Visit3. If you weren't aware, a while back I announced my intentions to create Visit3 using the XNA framework with the intention of placing it on the XBoxLive Indie Games service that Microsoft provides.

Here's the breakdown of what's pretty much "finished":

TileSet Editor
This includes a bunch of stuff. First off, I can customize ANY tileset's Color and Pattern as well as place them on any of 3 different layers (since that's all I'll really need). The best and greatest ability is that the tiles autoformat when I place them, giving each tile the correct siding for all possible combinations, while at the same time, differentiating itself from tilesets that are not the same type.

Not only is that pretty spiffy, but it also means that placing tiles is easy as HELL compared to what I had to do using GameMaker. The average room takes about 5 minutes to place and tweak the tiles, whereas Visit I&II took around 20-30.

This is a little more complex to comprehend (possibly), but "RoomStyles" provide easy ability to modify the backgrounds and ambient effects that are in the room. I can set things like weather/overlays (not present in the video, or in the editor yet, anyway) very quickly, and I'll usually only have to change it once, as all of the rooms in the game look to a specific style that I've set them to using the editor.

This is pretty self explanatory, but I've also got particles in and working. I made a nifty editor to tweak things like explosions, rain, and other things to look pretty in game.

End of Post Notes
I really don't have any intentions of making the editor open source for a couple of reasons. One, the editor is EXTREMELY weird to use for people who aren't me, as it requires you know a lot of information on how the editor windows function. The other reason is that I'm not going to be able to give support like updates and tutorials because I am WAY too strapped for time, and I really do want to get the game done.

Thank you so much for taking a look at the video. The next thing on my list is to start making GameObjects and be able to place them into the editor.

Saturday, May 15, 2010

Vatn Squid Post-mortem

Although Vatn Squid has been out for a while now, I managed to find a video playthrough of it (an Ortolson one, at that :D ).

I'd also been getting a lot of questions as to the process in creating this little game, so I'm going to do a mini-postmortem (below the video)

The Team

I wasn't going to the jam alone! I had the great musical talent of Heatex behind me, as well as his expertise in shmups that was invaluable during the tweaking and fun making stages of the game. Also present was IceWave, a great guy who contributed the underwater theme of Vatn Squid, as well as the sprite for the final boss with the same name! Both of their work was instrumental to Vatn Squid's completion, as I don't think I could've done everything by myself in the two day deadline.

The Process

We did all of our team communication through MSN Messenger. The first hour or two of our development was focused on designing the perfect game we all wanted to work on. Heatex had suggested doing a shmup. Originally, we wanted to set the game in space, where you flew a mech and had to take on several different enemies in different missions. I had actually started some concept pixels for the player mech when IceWave showed me an outline of a really cool boss he had in mind for the space game:

I immediately fell in love with it, and I instantly had the brainchild of setting our game underwater, all thanks to that single picture!

Screenshot Timelapse

For the first day and a half, I was recording a video stream of my work via LiveStream. Unfortunately, I'm not sure how to download and edit the content saved on their website, but I can provide a link to my 'channel' located here that contains a bunch of raw, low frame rate, and unedited work footage from the jam. The best I can really show you is a bunch of screenshots I took showing various stages of the game's development.

Short descriptions of progress:
(1) Player added and movable.
(2) Player can shoot. Added some background elements and bubble-jet.
(3) Added a simple, single pattern enemy
(4) Added multi-value bullet pattern support. (Bullets that create bullets)
(5) Allowed support for more than one color of bullet.
(6) Tweaked backgrounds, added missiles, and inserted UI.

As you may have noticed, the two dummies I had for boss placeholders simply didn't make the cut in the end. I thought they didn't look very cool. Also, the green bullet pattern visible in images 5 and 6 made it's way into the game as Vatn's weapon of choice.

Scrambling for the Finish

The last day was a mighty huge blur. By the time I had gotten to Screenshot 6, the game file had already landed on Heatex's end several times, and he remained in a diligent state of work on creating the perfect track.

I wanted to give the bosses a lot of character, since it was apparent that small enemies and levels were definitely out of the question for such a short work period. I've always loved getting little snippets of information on your opponents like you do in fighting games and sidescrolling brawlers (see Street Fighter and Final Fight), so I figured this would be a wonderful thing to add to Vatn.

The name of the game was Heatex's idea. We were scratching our heads on a good name, then he started looking up definitions in foreign languages. In a list of pitches he gave me, 'Vatn' (Icelandic for water) stood out as the most interesting and relevant. I added 'Squid' since there were so many in the game, and it rolled off the tongue quite well.

Parting Thoughts

Overall, the jam was a really great experience. It was my shortest time-frame of development to date, and I thought a lot of good came out of it. This was also my first true (quality) collaborative project that I had done, which was also a wonderful opportunity. The only thing I wish that I would have done differently in the game would've been changing the difficulty curve a bit. In the rush, I made Squawk the Birdfish WAY too hard (for beginners anyway) for the fifth boss in the game, and the others between him and Vatn Squid weren't very hard comparatively.

Once again, however, this was a great experience, and I KNOW that I'll be jammin' in future ones for SURE.

Wednesday, April 21, 2010

Rocket Game

What is THIS?

It's my next collaborative game project! I'll be working together with Drazzke, a Game Maker developer who's also been making some Flash games, as well as Heatex, the totally awesome guy who made the music for Super Space Rogues and Vatn Squid.

We'll be releasing more details as we get more done, but the plan is that it will be a short term project made in FlashPunk, so expect it in browsers soon!

Visit3 is also still going strong. I've been so busy on it that I haven't had a chance to post any of the awesome stuff on it yet. Soon though!

Sunday, April 4, 2010

Play Expo 3.0

Saturday marked the Play Expo, an event taking place in Whitewater Wisconsin where students and some Midwest Indies had yet another chance to show off all of their hard work from the year.

I had the pleasure of entering in four of my games into their 'Games for Fun' category as well as being able to show them to professional game developers. Some of the representatives were from RavenSoftware, Filament Games. Also appearing was Cory Barlog, who is now co-directing the upcoming Mad Max video game. The Play Expo site probably sums up his previous works much better than I could:

"In his 7 years in the industry he has worked on several titles across multiple platforms eventually landing at Sony Computer Entertainment Santa Monica Studios working as the Animation Director on God of War for PS2. He went on to write and direct God of War II (PS2) and act as Creative Director for God of War Chains of Olympus (PSP)." -Play Expo Website (retrieved 4-4-2010)

The Play Expo was much better than I had anticipated. My 'collective works' entered into the expo won the 'Game for Fun' category. Winners of the event were invited to Bertozzi's house to enjoy dinner with her and the judges, and it was a great time! There were several discussions on what the future of games held, as well as convincing your audience that the game you've worked so hard on was worth the play. Some guy brought an iPad, sparking discussion on what kind of weird and cool things you could do with iPhones/Pads.

Also, on the Midwest Gaming Classic. I still plan on updating on the event with my experiences and such, but I got busy on starting work on a room exchange system for Visit 3. As the 'awards' season starts coming to a close, you can bet I'll be running out of things to talk about that are non-Visit 3 related. So, expect Midwest Gaming Classic stuff to fill the gaps. :P

Monday, March 29, 2010

Midwest Gaming Awesome

Mmm. Delicious ice-cream
The Midwest Game Fair in Green Bay was a great success! Super Space Rogues received top honors as the Best of Show recipient at the event, and I won a speed concept art competition with the drawing above. (The theme was 'Worst Day Ever')

The game fair had less attendees this year, however, but I felt that the local game industry's representatives were great. The three professionals present were from Frozen Codebase, a small game company based in Green Bay that specializes in games made for XBLA and other downloadable platforms. Their previous titles include Screwjumper! and Elements of Destruction, and they're currently working on a Metalocolypse game based on the show as well as a game for the upcoming movie Kick Ass. They talked mainly about the state of the professional games industry, making rapid prototypes, and how to get jobs in the professional sector. The discussions felt nicely refreshing too (although 'how to get a job in the industry' stuff is always at these things, it was entertaining).

I also had the pleasure of attending the Midwest Gaming Classic on Saturday, a huge event based in Milwaukee that celebrated the love of everything games: arcade cabinets, old consoles, and even pinball. It was one of the greatest times I've ever had as well as one of the most inspiring. Later this week, I'm going to update with a more in-depth review of the events that were held (including the spoils I scored and my new-found appreciation of pinball!)

Thursday, March 25, 2010

Midwest Game Fair & Play Expo

4 Games doods
ITT Tech Green Bay is hosting the 2010 Midwest Game Fair, and four of my games (Fetus, Vatn Squid, Thunder Gun, and Super Space Rogues) have been accepted as entries. The scheduled date of the event is this Sunday (March 28th), and it gives student game development programs across Wisconsin the chance to not only compete with their work, but also make connections with local game development professionals. Last year, I had the honor of receiving the Best of Show award for Mind Shock; Visit II and Descent surely weighed in as heavy support too.

This year also marks my first appearance as an entrant for the University of Whitewater's Play Expo, where the same four games have also been accepted. The 3rd annual Play Expo takes place on April 3rd; I first attended the event in 2008, (while I was still developing the original Visit game) and it was there that first I expanded my fervor to develop and create games like a madman.

After these two events, it will essentially mark the end of my 'awards season' series of endeavors for the beginning of the year. There'll be plenty to work for as the year goes on. Look forward to more information on the results of the competitions.

Monday, March 22, 2010

Starting Up

After a half week of recovery from GDC insanity, I got together with a couple of guys who were interested in working with me on Visit III. Aaron Hoffman, an amazing programmer currently acting as project manager for the Heatbees' game Existence, was very interested in helping me out. He's been working with XNA on and off since it was 2.0, and he's definitely added an edge to Visit III's development. So far, we've begun talk on a development outline as well as crafting a clever World Editor; this means I'll release some details on both as we get them going strong.

The site's been up for a couple of weeks now too, and I've gotten some questions on RSS feeds to the blog. People were wondering where to subscribe, and that's the fun part. Currently, the blog is being displayed via my Blogger account (through some craftily awesome stuff my sister did). A feed is available at this link, but the main blog that it is attached to is nowhere near as pretty as the main site. In the future, comments will be accessible through the main site, and permalinks can be made to posts on the main site (as opposed to the blogger account).

I want to let everyone reading know that I'm going to be posting at least once a week with updates on our development, or update with interesting links that I've found pertaining to game development or indie games in general.

Tuesday, March 16, 2010

We're Back

GDC was a blast! We got a chance to show off all of our work from the last year, and the Heatbees team made some really awesome connections. I especially got a lot out of being able to demo my work at our booth (paid for by the school).


Squids and Fetuses are Interesting

The best compliments I received from people were for Vatn Squid and Fetus, but for completely different reasons. Vatn was awfully flashy and fresh compared to some of the other games on the expo floor, and attracted bullet hell fans and other curious people from all sides of the spectrum. Fetus on the other hand kept a lot of people intrigued; at least four people who had played Fetus played it to completion, which is saying a lot when it takes 10-15 minutes for the average person to get through it.

Controllers are Nice
Out of all of the games I showed off, most people were much more receptive to the pick up and play aspects of a controller based game; they didn't have to sit down, I could toss them the controller after a quick demonstration of the controls, and it gave a certain degree of polish in presentation that I never really expected. Many of the keyboard and mouse centric games I had weren't really played too much. Also: when I would explain the importance of the Z, X, C control scheme to players, they usually couldn't pick it up in time to become interested.

48 hour Games Shock people
One of the most common "WHAT!?" moments I got from people was explaining that Vatn Squid was made in a really short period of 2 days. It was really nice to hear too, because it's apparently something hard to do. On a side note, several people were surprised to hear that my games were done in Game Maker.


Missed out on the Fun
One of my biggest regrets coming back was the fact that I really didn't interact too much with the Indies and other people that were at GDC. I didn't hit any of the parties that went on after dark (and that's where all the real connections get made). Most of my time spent on the expo floor was at the booth, and although I had a few chances to hit the IGF pavilion, I only played a couple of them and quickly returned.

"That's Cave Story/Spelunky"
A lot of visitors to the booth thought my games were pretty indie. So much so that a guy said Descent was a Spelunky mod. That's really cool and all, but it was a bit of a reality check for me. Several of my games have a nice indie kind of flair, but I really haven't found my own voice and color as far as the way my work looks and operates.

Macs = iPhone
One of my biggest gripes about presenting at the booth was the fact that my games were operating on a Mac computer that was Boot Camped to run Windows. A majority of our visitors to the booth thought my games were iPhone Games or that we were a group of Mac developers. It always seemed a bit awkward to tell people about our misrepresentation. Also, a lot of people assumed that my games were available on the Xbox Live Indie Games service because of the 360 controller I was using.

Even with the few things that I felt I did wrong, GDC was a great experience for me, and I'm definitely going back next year!

Sunday, March 7, 2010

Visit 3 - 2010

And here's the big announcement several people over the last couple of years have been waiting for:

A few months shy of Visit 2's two year anniversary, I've started work on it's sequel using XNA, meaning Visit 3 will definitely appear for PC. I would never want to jump the gun, but I'm going to see what I can do to make Visit 3 available through the XBox Live Indie Games service as well.

I'm not going to reveal any of the new features yet, but the game will certainly remain closely tied to its predecessors while expanding the dynamics of the puzzles.

The Visit games are a series of lighthearted platforming games that utilize a unique blend of Adventure and Puzzle gaming. They have featured interesting and challenging puzzles that require the player to change colors and push blocks to deactivate puzzles impeding the their progress. Very dynamic cooperative puzzles made their debut in the second game, where the player gains control of a second character to activate switches and complete puzzles that the lone protagonist could never defeat on his own. The games have also featured several interesting and familiar environments to traverse and explore.

If you're still not sure what the Visit games are truly about, feel free to play both of the games, Visit and Visit II: Dark Tower. Each of the titles were originally developed using Game Maker 7 for two separate YoYoGames competitions. Visit received an honorable mention in the Ancient Civilization themed competition, while Visit II took 2nd Prize in the Cooperation competition.

If you want to see what others have thought about the Visit series, read and watch more at these links:
Freeware Game Pick: Visit (Ted Lauterbach)
Freeware Game Pick: Visit II (Ted Lauterbach)
Bytejacker Episode 09(starts approx. 3:30 in)
Cooperation Competition Winners!

Sunday, February 28, 2010

GDC Time

I wanted to let everyone know that I'm leaving for San Francisco to attend the Game Developers Conference!

Several other students and I from my university have been selected to attend the event, the only stipulation being that we each do a little time at the booth our school paid for, giving us the chance to show off the work we've done to a really large group of people!

The big team, Heatbees, is planning on showing a demo of their big project that I co-designed, and I hope to be able to show off several of my works, if not all of them. If you're attending GDC, be sure to check us out!