There was a brief time (~2 years ago) when I did nothing but work on this game for maybe half a year, every single day. Then I started working on the music and sound effects. Then my computer crashed. So I became discouraged. Now, I just have these screen grabs to look at.
ascii stuff with a dog that can follow you around. (Notice, the level does not reveal itself until it is in your line of sight). Also, was trying to do something with an ascii game that did not have any fighting, but everything else.
There was the level with the "droogs". The two dumpsters are highlighted because they may contain useful items. Like a hammer, or something...
Tests with different/taller walls RE: visiblity.
Then there was the "random encounter" thing I was able to figure out how to make.
Testing out dynamic dialogue when approaching a(n) NPC.
And then this was just a WEIRD and STRANGE attempt at creating a murder-mystery game, where you try and solve a murder. It didn't work out because I ran out of ideas, fast!
Purgatory-type game idea where you always start in the same room and should expect to die a lot, but then it's always different, what you see and discover, each time you load the game and start anew.
In this one you are a specific insect/humanoid thing from a supraFUTURE trying to find your way back to your home. But, of course, THINGS happen that prevent you from getting back home. ((heavy metal soundtrack was my idea for this one)) ((tons of guitar and grunting))
And then if you met me IRL when I was in Lawrence, KS (or Kansas City, MS the day before that) you probably listened to me talk about this and probably hand you a flier.
Combo of old Gameboy graphics (minus the green screen) + OG Macintosh stuffs happening. Was supposed to be a hybrid point+click adventure game thing. Complete with battery depletion and weather systems and dynamic time changes, etc. Lite tamagochi stuff happening.
And then there was the game that would be tied in to a PHYSICAL OBJECT/book (hence the "CONSULT PAGE X" moments). This was was a lot of hard work.
RPG map. Each area was 25x the size of the tile you just entered, complete with quests and people, etc.
Purgatory game concept. Here, demonstrating the "infinite loop" idea that would change with each play through. Where the loop occurs, would change. The cat was meant to be your ally--the one to be able to help you. It's a talking cat, yes.
This was just you start outside as the sun is setting and you enter the tower and the game begins, and shit gets weird. Featuring an all KORG synthesizer-only OST. No percussion or drums. Just drone synths. I would feel dizzy after play-testing for a long time... the drones.
I tried to do some 3D-game bullshit. 3D is hard!!!
Here, you are this advanced supreme being monolith thing and you have these two humans who must obey your command before they can be released. So they will do things like open doors for you, etc. And blow up if they step on traps, so you just summon more humans. Different sizes.
UFO crash lands near you and there's no one in there (you can explore the inside) so you follow some footprints and discover a temple in the northern part of the map, and... shit gets real.
It's our buddy the insect/humanoid and here, it was a puzzle with oranges and an orange tree. Soundtrack was primarily a loop of me humming, slowed down x12, with a few sounds of birds I recorded plus some zither.
From the alien UFO game. This is that temple I was talking about. I worked really hard to implement footprints in the snow, but it was too grueling.
I felt like giving up one day cause things were just getting impossible, and I was sweating a lot. So I made this stupid comic with 3D characters. Lol.
Screen grab from the FINAL MOMENTS of the astronaut game. Ascension stuff and all that. Choir music in the background. Angels and shit.
Insect/humanoid dude discovers giant plasma screen television in the middle of an empty field, and it's raining. This was a very cool moment and I liked out it turned out. Took 1.5 weeks to get it to look like this...
Some game I made about walking across California. It was more of a tech game/idea than an actual game. I wanted to see if I could have the moon dynamically set, in the background, even if the player just sat there and waited. Couldn't get it to look good, or the way I wanted.
Another outtake from the point-n-click I never pursued. Here, you are in a high rise and you meet the mysterious MAN OF ONE THOUSAND YEARS. He is always smoking a cigarette. I really liked the lighting here. Pure cinematographic stuffs.
If u've ever wondered where my banner comes from. I wanted to try & make a tennis game. But then the angle was all wrong, there's no way u could swing back if u were on the far end. So I just kept it as my Twitter banner as a reminder. One of my dumber moments, lol.
Surreal b&w art-house game set in Japan. I wanted to focus on just greys and yellow subtitles (like in the old films).