Friday, 22 February 2019

Meeting 1

In our first meeting, we assigned ourselves roles on the team and shared our initial ideas on what the application should be. Lewis will be the producer, Clare will scribe our meetings and manage the Trello, Polly will co-produce marketing and Matthew will be our lead computing producer. 

I will be the head of design and animation. I'm quite skilled with 3d modelling software and enjoy producing video game assets, so I feel this role fits me well. I'll use blender to create and animate 3D assets.


This image shows work I did in college trying to reproduce a photo of a desk lamp.


Ryan did not attend this meeting, so his role will be decided next week. 

Our game will be an aid to help people get a good nights sleep. It'll be targeted to all ages from 10 years up, and will have a low poly aesthetic. Blue light can affect a mobile user's ability to sleep, so the game should use a warm colour scheme. It'll likely have multiple paths, and how well the player sleeps will impact the story outcome. 

Tuesday, 17 June 2014

B.O.B


Developed by Gray Matter in 1993, and released on Snes and Megadrive, B.O.B uses the same game engine used for “Wayne's World” believe it or not. Don't be put off though- This game's actually pretty fun, despite it spawning from something oh so horrific. You play as an edgy teenage robot who borrows his father's hover-car to pick up his girlfriend. However, along the way, the kid crashes into an asteroid, and finds himself stranded on a strange planet filled with conveniently hostile creatures (Tut, just Typical).

Get some NUTZ!



The 90's was a sort of "Animals With Attitude" era, whereby games would adopt furry, attitude-filled creatures as mascots, so developers could make insta-loveable characters with minimal effort. This can be seen on many 16 bit games, from Sonic to Sparkster. Each was designed in the hopes of making a memorable mascot, but the majority simply flopped. Just look at Radical Rex, or Ardy Lightfoot. God, those were terrible games. It was also an era of generic games, games which stuck to tried-and-tested gameplay mechanics, rather than coming up with original ideas to help sell games- See Zool or The Blues Brothers. Now, Mr Nuts is both of these things, but might it still be a decent platformer?

Joe and Mac 3- Lost in the Tropics


There were quite a few Caveman games back in the 90's. Remember such titles as  "Prehistorik Man", "Chuck Rock", and the Playstation's "Tomba!"? We just couldn't get enough of these prehistoric dinosaur (or perhaps pig) fighting blokes, swinging their clubs around like it's nobody's business.

 Joe and Mac 3- Lost in the Tropics (known in North America as "Joe and Mac 2- Lost in the Tropics", despite the game being the third game in its series) is another such game, seeing you clobbering cavemen, picking pterodactyls out the sky, and spitting projectiles all over the place.

Brutal- Paws of Fury



I've been posting some abstract Snes games recently. I've still got more I want to get through, but I thought I'd break up my streak with something more... Furry.

When I found out this game existed, it kinda took me by surprise. "Brutal- Paws of Fury" is a Fighting game in which you play as one of a range of anthropomorphic characters, including Prince Leon (A hippie Lion), Ivan (A russian bear), and Foxy Roxy (Best character). Using skills learnt throughout the game, you fight your way across an island, in one-on-one style.

Spindizzy Worlds



Here's a wacky lil' title for ya.

 Spindizzy worlds is an odd game about a Spinning Top Robot, named Gerald- That is, the "Geographic Environmental Reconnaissance and Landmapping Device". Gerald must explore alien planets before they are destroyed forever, navigating harsh and strange environments, collecting things and finding fuel as it goes. The game is an isometric puzzler, though it also involves a truck-load of platforming. Some levels will see you carefully traveling over narrow bridges, and using ramps to jump from platform to platform. A few will have you racing around set courses, trying to reach the goal before you run out of time. Others will see you solving puzzles, or tackling isometric illusions, trying to figure out which paths are real. Throughout each level, you'll have to find switches to open paths up, and find collectables to fuel you up. Some will also let you pass only when you've collected enough jewels.

On the Ball



"On The Ball" is a port of the arcade game "Cameltry". It's a fairly odd game, where the aim is to get the ball to the end of a stage. You do this by turning the stage (Using the L and R buttons, or the D-pad), to keep the ball falling, building up momentum. You have a time limit and the faster you complete the stage the better, since your time limit will carry over to the following stages, with some extra time added based on your performance.



Welcome.

Hello, and Welcome to another generic Retro gaming website. I'm a guy interested mainly in 16-bit gaming, and anything which came before the 16-bit Era. Believe it or not, this blog will be dedicated to Retro Vidya.

So yeah. Thanks.