10 Mar 2013


The Game Jam is complete, our game was mostly complete and it turned out that the Lincoln Social Computing group deemed Bezumiye worthy of their Critical Design Award.
This award is given to games which are meaningful or persuasive, and I think the use of Chernobyl as our subject matter and the realistic representation of the effects contributed to our win.
The prize for the LiSC CDA is £25 amazon vouchers each and a t-shirt each from Crytek, just because. Personally though, I'm just glad I won something back for that tile engine.

You can download our finished game, with full source hereBe warned though, a lot of it is atrocious, time-prioritised code especially the tile engine.

13th Hour Update

So, we're over halfway through.
In the last 12 hours I've managed to create a tile engine that can procedurally generate a complex system of corridors.
Soon (read: once they stop playing up) it will have proper textures as well! We also have the minigames, postprocessing effects and spritesheets done!

Our game is getting there, and I'm hardly tired because I've been busy working.

9 Mar 2013

Let The Coding Commence!

We have an idea!

Our plan is a top-down roguelike-like set in the final minutes before the Chernobyl disaster.
You play an engineer with severe radiation sickness trapped in the reactor building. Your goal is to reach the control room and fully lower the control rods to try and stop the imminent explosion.
However, panic and the radiation has started affecting your judgement and perception. You start seeing your relatives, trying to urge your on or distract you, as you venture deeper and deeper into the maze of corridors.
If you fail to reach the control room on time, you eventually succumb to the radiation permeating the building and die.

The game will be called безумие (Besumiye, Russian for madness).


For the themes, we each got a piece of paper and had to write down one object and one concept.
The objects we chose were:

  • Light
  • Ninjas
  • People
  • Subconscious
The concepts we chose were:
  • Conciousness
  • Dreaming
  • Love
  • Schizophrenia
The themes chosen were:
  • Uranium
  • Madness

Setting up

We've arrived and we've set up our workstations. Here's our current inventory:
  • Three Laptops
  • Top Hat
  • Milk Chocolate Digestives
  • Pinky Wafers
  • Custard Creams
  • Lots of Lucozade
  • Jaffa Cakes
  • Hob Nobs
  • Two Nexus 7s
  • Three Notepads
  • Kinect
  • Gum
  • Pens
  • Sticky Notes
  • Polos
  • Glacier Mints
  • Tic Tacs
  • Extra Strong Mints
  • Humbugs
  • Starmix
  • Fruitella
  • Rich Teas
  • Dressing Gown (Don't ask)
  • Bottled Flavoured Water
  • Pot Noodle
  • Fruit Pastilles
  • Sweetener and Teabags
  • Bland Name Energy Drink
  • Nerf Gun
  • Thermos of Tea
  • Calculator
  • Cheesy Rolls
  • Chocolate Biscuit Fudge
  • Dark Chocolate Digestives
  • Bill Bailey DVDs
  • Dead Parrots
Here's the team, sans myself:
And my workstation and hacker den for the day:

Setting off to the Game Jam

Well, I'm about the head over to the uni to set up for the Game Jam. I have:
  • Laptop
  • Nexus 7
  • Headphones
  • 5 Bill Bailey dvds (Cosmic Jam, Bewilderness, Part Troll, Tinselworm and Dandelion Mind)
  • NERF Maverick (In case any of the other teams start acting up)
  • Our 'Dead Parrot' plushie mascot
  • 1.8L of tea (black, demerara sugar), in a thermos
  • 2 packets of dark chocolate digestives
  • A load of chocolate biscuit fudge my girlfriend made (imagine cheesecake base, but chocolatey and with a layer of chocolate on top)
  • 12-Hole Alto C Ocarina, though I can't play it
Next update, setting up.

6 Mar 2013

ULCS GameJam 2013

So, I don't know if I mentioned this last year, but myself and my friends competed in the University of Lincoln Computing Society 24-hour Game Jam under the name Team Norwegian Blue.

Team Norwegian Blue's eponymous mascot. Bereft of life, he rested in peace atop our computer tower.
This weekend, ULCS are running the event again, so we will be returning to bring glory to the parrot. The themes for the Game Jam will be decided on the day, and we will then have 24 hours (and plenty of tea, biscuits and pizza) to build a game that fits.
This year, however, we will have an advantage. Carthage is now in an operational state so we will have a good codebase to work with.
Also, there will be folks from Legendary Games, Crytek and Rockstar attending to help with the judging and to have a look around.

If I have time (last year I spent 23 solid hours programming), I will try to post a few updates on how it's all going, but in any case, here are the relevant links:
Site (Twitter and/or Facebook links will be added during the event)