Friday, July 28, 2006

Game: Headcases (SGP)
Engine: DirectX 9.0 (d3dx9d_30); hlsl 2.0;
Development Time: 9 months total (3 months left)
Team:

Dean Johnson - Rendering, Resources, Scene Management, Physics
Brian Stoker - Networking, Game Play, Novodex, UI
Ryan Wilson - AI
Clark Smith - World Editor, Game Play
Phil King - Sound, UI, Scripting
Paul Schwans - Project Management, Particles, Game Play

Basic Requirements:

Build an awesome game, get an awesome job.
Each team member is required to work at least 40 hours a week.



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Wednesday, November 16, 2005

Game: Area 57 (SGP)
Engine: DirectX 9.0c; hlsl 2.0;
Development Time: 2 month
Team:

Brian Stoker
Paul Williams
Chris Potter
Mike Lewis
William Schilling

Basic Requirements:

Build 3 MFC tools and have them implemented in the game engine by the end of the first month.
Each team member is required to work at least 40 hours a week.

We decided to start this project by using the engine I wrote over the last month. This had some pros and cons:
pros:

We had a reasonably solid foundation to start with
The player controls were essentially there already just needed to be tweaked

cons:

Turned out that the foundation was not really that solid to start with :)
Much of the code that was "engine" code was actually game code for the previous games I built

All in all this is one of the most fun coding experiences I've ever had. Code until you drop would definitely be the credo for this project.

Request Build
ps: try space, try enter you can get in there and play it I promise
Sunday, October 30, 2005

Game: Insurgence (SGD)
Engine: DirectX 9.0c; hlsl 2.0;
Development Time: 1 month

First attempt at writing a full 3D engine. It is a sloppy mess. Hopefully I get a chance to spend more time on it (not going to happen).
ps: use right click to drop bombs on the tanks (durka durka)

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Wednesday, November 2, 2005

Game: Stocken Blochen (SGD)
Engine: DirectX 9.0c; hlsl 2.0;
Development Time: 1 week
Team:

Brian Stoker
Basic Requirements:

Build a 2d or 3d Arkanoid style video game in one week. Use your imagination.

Postmortem:

Unlike some of the other games I worked on recently I really like to play this. The biggest problem in the game is that when you loose you have to restart the game in order to play again.

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Sunday, August 14, 2005

Posted first screenshots of the 2D sidescroller I'm working on. Slinky tears his way through the Salvador Dali level killing eye guys along the way. Each level in the game is inspired by my favorite artists. The levels I'm planning on implementing are Dali, Giger, Escher, Da Vinci, Pacaso, and others.