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Thursday, November 28, 2013

Game Trailers: Candy Shop Catch & TriGrid



     I finally got around to finishing those trailers for my Android games. I can't do one for Fish Feaster just yet, but I'm looking into it. See TriGrid and Candy Shop Catch in action beyond the break.

Wednesday, November 27, 2013

Gushing About: Golden Sun


     I've decided to start doing weekly posts about cool stuff that inspires me and makes up who I am. A lot of stuff we thought was awesome as kids shape our creative minds as adults. It's good to look back and think hard about why you thought certain things were so cool.

      To start things off, I'm doing Golden Sun. These gush posts are not by any means a review. It's just me remembering things that I liked as a kid. Having only played Pokemon and Paper Mario before this, I had no idea that RPG games were a thing. I just knew I liked games like those and as soon as I experienced my first battle in Golden Sun, a game I expected to be like Zelda, I was hooked.


Tuesday, November 26, 2013

Mach-Arena: Menu Systems


     We got around to making our menu layouts the other day. We needed to accommodate our new currency/leveling up mechanic and ship editor. Here's what we came up with.  

Monday, November 25, 2013

Mach-Arena: Game Progression

       Today in gaming class, we needed to make a document about story and character progression. Being that my group's game didn't necessarily have those things in a traditional sense, I came up with the four components of our game that had sense of progression. The fourth component was just added in today because it seemed so obvious and simple.

     Want progression in a deathmatch game? Let players level up. People go nuts for filling up bars and unlocking things (I know I do). So take a look at how our game flows.