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This one is one of the stranger things I’ve worked on. In fact I’ve only just now named it “A Wild Pack Of Family Dogs” because I remember a small piece of it was inspired by the Modest Mouse song. As for the rest of it: I was going for as obscure as possible.
It’s a game that would have taken place over thousands of years, multiple characters and a civilization. That, however, is all going to be very hard to see from this ‘demo’. Another strange thing about this guy, is that some of the visuals change depending on what time of the day you play it. That’s a feature I’ve been trying to use for years.
The music is Disengaged by Grouper, with what sounds like an audiobook layered over it. I think it’s Anthem by Ayn Rand.
Exile is one of the shorter/more pointless things I’ll be uploading. It’s one screen and is basically just a floating dude that you can control with the arrow keys. He moves pretty slow.
Exile was going to be a story about a guy with amnesia (trite, I know) who it turns out has been exiled from Earth. It was kind of a lot like Gravity, but a few years before it came out. It would have largely been an atmospheric experience: floating through space for long periods of time, coming across artifacts and sections inside space stations. I’m not sure why I gave up on the idea, because I still kind of like it now. Maybe I’ll reboot one day.
So the reason I included this non-demo is because it features a couple of things I haven’t done since: my own analogue audio design. That’s me breathing in the game, and if you stick around long enough, that’s also me playing the guitar (very poorly). I don’t think I’d like to do either of those things again.
Exile was scripted in AS2 and features code mostly stolen from another game I haven’t finished: Into The Black. Another sci-fi game. I might post about it tomorrow.
Pulse was a game I started as soon as I had finished One Chance (I also briefly mention it here). The idea came about after having watched the J-Horror of the same name (however, It’ll probably be hard to tell from the few minutes of incoherent gameplay).
A couple of notes. This is was my first time of using a couple things I’d later use a whole bunch. First being point & click. Second being that film grain. I use that shit on everything now.
This one is purely a point and click, and if I remember correctly, pretty much ends after the conversation downstairs. There are a couple of things to interact with.
In honour of my declining ability to produce any work of value (unless you calling watching all four seasons of The OC “work of value”), I’ve decided to jettison any and all unfinished projects I’ve been working on or holding onto. A lot of these short, dumb things are going to be largely unplayable, nowhere near finished and very unpolished. They’re basically concepts for games I never finished.
Everything I’m uploading hasn’t been touched since I finished a small bout of work on it. This is somewhere between 6 months and 4 years. I’m going to try upload a “game” a day for the next two weeks or so, and explain a little bit about what the fuck I was thinking.
Here’s a teaser of what I’ll be up-ing. Awful file names.
Now, I'm pretty sure I'll be uploading this experiment to Newgrounds, however I obviously can't post to the front page every day (thankfully). So if you guys are interested, you're either gonna have to make sure you check back here everyday or you can head over to my tumblr.
So without further ado.
UNFINSHED BUSINESS #1: SLEEPYHEAD
I’ve talked about Sleepyhead very briefly earlier on a blog somewhere else, but I’ll elaborate a little.
In 2006 Don Hertzfeldt released EVERYTHING WILL BE OKAY, and it blew my blossoming pretentious mind. A few years later (after the release of I AM SO PROUD OF YOU), I decided that I wanted to make a game that was also simple, but very beautiful. So instead of taking those loose rules and making something of my own, I decided to almost completely copy Don’s aesthetic (to a child’s degree) and make a game about death or dreams or something cool.
Sleepyhead was a game about a gentleman dying in his sleep. Poor guy.
There’s a couple of things you should know about the game before trying it out. It’s probably about 5 minutes long. You move around with A and D, and shift-click to pick shit up/interact with shit (including that alarm clock at the beginning).
ALSO: The game will basically come to a halt after the Styx song starts skipping. That is the end of the game, however if you right-click and select “Forward”. You’ll get one last little scene with some pretty sweet music and some oddly nice imagery (if I do say so myself).
Not much work done recently. Sorry guys.
Inspired by the trek Roland takes in Stephen King's Dark Tower: The Gunslinger, this currently untitled flash game is largely a walking simulator. The player must traverse across a sprawling, 2D procedurally generated landscape - rangings from empty deserts, great forests, across oceans and up mountains. The game would take many days and multiple visits to eventually end.
The player will also have to collect weapons to fight the many enemies, artifacts that explain the world's history and meet strange people along the way.
So, "Journey" would be an awesome title for this game, however it's (obviously) been taken by a far superior game. So I'll have to some up with something else, unless ya'll can think of anything neat.
So Exposure is totally a different game now. Infact it's not even going to be called Exposure anymore.
Have a looky loo:
So, progress on Exposure slowed down a little over christmas and the new year - but things are starting to get rolling again. Anyway, I've got a few links here for you guys that you might like to follow if you're interested in the project.
Also a new screenshot:
Happy new year, ya'll.
So a little more clarity on the dumb little teaser:
Exposure is a gloomy survival/adventure game set in a world that has all but died. The player will control a traveller making his way through a landscape ravaged by a plague. To survive in the world, the traveller must:
- Avoid infected areas
- Scavenge food and drink
- Find protection (masks, heaving clothing, medicine)
- Solve puzzles
- And other adventure tropes...
The map at the moment stands at around 10x10 screens and has a lot of room to grow, so it will probably double in size before I'm done. I'm aiming for around an hour of actual plot-line gameplay - plus varying time added for running around surviving.
I'll also need a little help from anyone that is willing to pitch in. At some point in development I'll need reliable beta testers to not only stress test the game, but give some constructive feedback on different aspects of the game. I'll also probably be needing music. So if anyone would like to contribute any soundscapes, music or even sound effects that they think would fit the atmosphere of the project, I'd love to take a listen. You can message me here on NG, at any of the links below or just drop me an Email at firstname.lastname@example.org.
And finally, in the interest of updates: I've got a few different forms of social media you can check out that I'd be totally stoked if you followed.
- My tumblr is kind of regularly updated.
- I have a twitter account that I haven't used to tweet with in over five years.
- And lastly, I recently made a facebook page. And whats more even embarrassing than making a facebook page dedicated to yourself - is that no one has joined it yet.
I've made a pledge to all 4 of my regular fans that I'll be updating these places a lot more as time goes on. Anyway, I'm not great at this whole self promotion thing, so thanks for reading guys.
Thought I'd shed a little more light on a game I'm working on. Plus, I'm a total whore for feedback.
Exposure is an infection survival game with some old school RPG tendencies. The player will take the role of a man who is trying to survive in a town that is all but dead. There'll be a lot of other shit going on too, but it's mostly in all hypothetical at this point. Some Screenshots:
While all the game art is likely to stay the same, the specific scenarios depicted in the screenshots are likely to change. I've decided to go with more of a focus on the survival gameplay - as opposed to telling a story (which was originally invisioned). Anywho, any and all questions are welcome.