Madlibs for Procjam

There once was a girl named Roro Roropupuma the Unruly. She stood by the Troubled Forest and mused to herself about the coming journey. She met the evil lord Zizipuzi Jigapujisa the Smooth.

Eric and I are doing a little 3 paragraph story generator for the ProcJam. So far so good, the above is the randomly generated text we’ve made after about 3 hours work. We’re learning about the Mozilla Thimble tool – a free collaborative HTML editor for our text-based story. Thus far it’s a slicker, though somewhat buggier, collaborative editor in the style of ShiftEdit or CodeTogether. If you’re coding in HTML5 it’s not bad, but we ran into a few frustrating instances where we desynced.

The code is still rudimentary but we’re beginning to develop a structure. Take a look, if you like.

More Projects, More Thoughts

Untitled-1

Hey folks! Derek here.

It’s been a while since our last update. Eric and I have been hit by the real world quite a bit in recent months. I’ve gotten engaged to a lovely lady and my next project at work – technology conferences in Iraq – has taken off. Eric, too, has decided to tie the knot, and moreover has become a developer and producer at the entertainment games studio inXile! But throughout all these events we’ve still made an effort to keep our hands in the indie game, so to speak.

Eric is in the process of launching a company Humighty - a company whose goal is making play productive. I’ll leave him to explain where the project is going, but you’ll want to get in on the ground level for the things he’s planning. He’s been working on a few prototypes, like a game called Tipsy, designed to help bartenders remember drink recipes, and The Daily Deck, which is a card-a-day self improvement game – all really cool stuff! Capture

I’ve been working on a game, too, called the Captain’s Log, in which you play a Starship Captain who is lost in space. It started out as a small project and – like everything – has ballooned into a really big task, but I’ve worked to fight the feature creep and I think I’m almost done. It’s a big goal of mine to actually produce a game, because the last one we published was Shaped – that was 3 years ago now.

And today, dear reader, we’re putting both our side projects aside and participating in Proc Jam - a big online jam in which users are encouraged to learn and create a game about procedurally generated content. Tune in for our submission – we’ll probably end up posting it here.

Anyway – Eric and I are still alive, and still doing things. If people are interested I’ll share the Captain’s Log dev videos here.

Peace!

Grabbing Mechanics in Drift

Haul your objects. Haul your friends.

In Orbit

In Orbit

Eric got the scene looking fantastic. At the moment players spawn in orbit above a barren world.

Networked Debris Fields

Networked Debris Fields

BAM. Drift is online – players can now suffocate and die TOGETHER! On a NETWORK

Drift Update: Fuel Gauges

Now you can fill up your fuel by tapping into the fuel lines from wrecks.

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