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Gantz

Member Since 24 Jun 2007
Offline Last Active Sep 19 2012 04:20 AM

Topics I've Started

Hello Copter IOS game dev blog post

26 January 2012 - 09:11 AM

Hi guys,

http://www.sarcastichedgehog.com recently released a game called Hello Copter which I was the coder on.

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We made the game over just two months using Unity 3D. I thought it might be useful for me to write up a little blog post about some of the issues we had with unity and the IOS hardware so if anyone's interested in a little read check out my blog. Not sure how useful it will be but thought I'd share Posted Image

http://griffithindie.blogspot.com/

Peace out.

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New XBLIG Visual Novel

23 October 2010 - 09:57 AM

Finally finished my game.

http://marketplace.xbox.com/en-GB/Product/Chaos-Gateway/66acd000-77fe-1000-9115-d802585506a7

Would be great if people can play the trial and give me some feedback :) I'd love to make the sequel better.

Cheers

C# Character Creation Tool

19 September 2008 - 01:29 PM

Hi everyone, does anyone have any good links to any articles that may help me write a character creation tool with C#. I wanted to research this a lot before I started work on it. I have C# experience however anything useful you guys can find will really help me. Thanks in advance. Edit: Posted in the wrong forum please can you move me :)

Help choosing additional features

26 July 2008 - 12:09 AM

Hi everyone some of you may have seen my post in the help wanted forum but for those of you who haven't I am creating an interactive novel style game. http://www.gamedev.net/community/forums/topic.asp?topic_id=501354 Basically the problem I am finding is that I have totally finished the engine and scripting syntax and can't think of what feature would be best to add next. Since the game is very story driven I thought of maybe adding a battle system to the game to add another game play element. I was thinking either a traditional turn based RPG battle system or a "card" based battling system where each attack has an attack and defense value so battles would be a bit more tactical(it's quite complicated but I would rather not write the full details at this time as I need to catch a bus soon). The latter system would take a lot longer to create. Other than that I was thinking of creating a library of pixel shaders for use on the 2D background and character images however I'm not really sure if these would be hugely useful or bring much to the project but they would be a lot easier and faster to create. The last option I have is to improve the scripting syntax for designers more and leave game play elements are they are (Since this is a story driven game does it really need the other features I was thinking of?). So if anyone has any suggestions on what would bring more to this kind of project please let me know

Dating sim style game

28 June 2008 - 12:03 AM

Hi there everyone I've been working on an adventure game in XNA it's a lot like a Japanese dating sim style adventure game (I haven't started the story yet but there will most likely be no naked ladies or sex scenes in this game) Here is an example screen shot of a game of that genre. http://img179.imageshack.us/img179/5013/divideadexamplescreenog0.jpg My game is set up in a way that is close to this, I made a word wrapper for my text box area and the scene is set up and changed very easily. Now the next thing that I am thinking about setting up is loading blocks of text to be displayed on screen (The wrapper automatically sorts them into paragraphs and lines) and conversation options / movement options. Now the idea I had in my head would be to have two first in first out stacks for each room. The first stack contains a number of file locations for lua files (or maybe another kind of file I haven't got lua set in stone yet) This stack will get popped as the story goes along. For example when someone leaves a room the stack will be popped and a different lua will be be loaded when entering that room. The second stack is where the lua files contents will be read into. Things like conversational text and menu options can be read in from the lua file and popped off as needed. Now there are a few problems that I can see in doing it this way and I was hoping someone else might have a better idea of how to handle this kind of thing. This is the last main core mechanic I need to get set up before I can properly start making this game (and look for an artist and a writer to help me out) but I don't want to rush into things and ruin development because I am excited about getting started properly. Also I need to think of a way of easily creating branching stories in this kind of game. Anyway any ideas at all in this area will be much appreciated.

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