Long over due, I’m sorry, still better late than never.
My favorite games have always been platformer games. There is something inherently exicting about these kinds of games that require no introduction to trigger. It might be not knowing what is beyond your limited horizontal vision, daunting leaps from platform to platform, or the fast pace […]
Category Archives: Problems and Progress
Somnia Race Postmortem
Tankacolypse: (AKA X-SPLODE-ZONE) Post Mortem
I’d Like to start off by saying, that I seriously considered calling my game Tuna Sandwich and still think it would be a hilarious idea. However, X-SPLODE-ZONE: Clash of the Shiny Plastic Death Tanks is a fast paced, top down, spastic shooting, tank game and has nothing to do with tuna or sandwiches so the other name did […]
AI Fighter Postmortem
AI Fighter was a good chance to work on a game in collaboration with an experienced programmer. The concept for this game was something I probably would have not been able to accomplish by myself in under ten weeks. What was most important though was that I was helping with a game that was trying […]
SPFT: Postmortem
General Thoughts
Making this game was certainly more difficult than I expected. Coding by itself was actually the easiest task thanks to XNA, but undoubtedly the greatest challenge was to iterate over the core mechanic until the game felt solid and fun to play. As I said in an old blog post, my objective with this […]
Postmortem
What went right –
Graphics – I felt I was able to express the feel of the game I was going for through the graphics. They seemed to work very well at conveying the aesthetic.
Controls – My aim was to keep the controls as concise as possibly so a player could pick up the controls and […]
Super Pond Fighter Turbo Enhanced
I pretty much addressed most if not all the issues that Aaron brought up in the crit. You can get the updated version of the game here.
Here’s a detailed list of the changes in the new release
* The font in the think bubbles is bigger and more readable
* The think bubble persists longer and it […]
After Death: Wrap-up of AIFighter
Download it at http://www.cs.ucla.edu/~billyh/AIFighter.zip
Source code available at http://www.cs.ucla.edu/~billyh/AIFighterCode.zip
To play you need a PC, the XNA framework that you can download here
No longer needs Xbox controllers!
Major Changes from the last version
I enabled the keyboard so that users without XBox controllers could play. Many people outside the class asked for this. Additionally, I fixed […]
Psychic Construction Co Postmortem
Introduction
The idea for Psychic Construction Company came from the basic premise “Use farseer to do something”. I like physics based games, such as Crayon Physics, and I feel that the genre hasn’t been fully explored yet. I thought about real-world physics based games, and the most prominent are things like Jenga, where you stack or […]
Tanx Post
Last For-Class Release Binary
(Meaningful change: Level/Player Select)
The plan for Tanx has always been to create a fast paced kinetic game that is easy to pick up. I have a great fondness for physics and find that simple physical interactions can be incredibly pleasing. There is a subtle joy in being able to knock something around. […]
Lilypadd - Postmortem
Lilypadd is meant to be a children’s game for practicing addition and subtraction. Frogs jump from one lily pad to the next either adding or subtracting the numbers they show. Each lily pad is one of five colors, each representing a different way to hinder an opponent’s progress toward reaching the goal number. To activate […]