Production

Browser Controller I have successfully implemented the browser controller, which currently works on most Android and iOS devices. The system implements WebSockets to make a connection to the server then feeds touch data through the socket connection. The interface as it stands currently allows for a large amount of future customization and alteration. The current…

Production

Implementing an alternative control interface One of the major goals over the last semester was improving our control interface. Seeing as we are using a mobile device as the control interface, it both limits and opens up a lot of possibilities. More importantly than the actual interface, though, is the accessibility of the interface. Until…

Production

Second Semester After a break of a month, it’s time for production to resume for the final 4 month. We’ve added 5 new team members to Phlegmatic Studios and are looking forward to working with them to improve our game as much as we can. We have a lot of ideas to discuss and decide…

Production

The first four months of Push-It Push-It as a game began significantly different than what we have now. When we began, we knew we wanted to create a cooperative multiplayer experience, and that was about all we had. We had not yet determined what the gameplay, objective, or visual style would be, but knew we…

Production

Presentation Last night we finally reached the pinnacle of the semester, the senior show. 14 teams brought forward all of their progress and achievements over the course of the semester to vie for one of the slots going forward to next semester. We saw a wide range of games, and most of them looked great.…

Production

Stage 3: Proving Your Core Experience As we progress in developing our game concept, we reach the point where we must flush out the aesthetics of our game. We have tossed around many different ideas for what our game will look like, ranging from ghosts in a haunted house to wizards pushing a dragon egg,…

Production

Workshop One Increasing the innovation of games is a constant and difficult struggle. As games become more and more advanced, the range of possibilities also increases, but with that advancement comes the sheer volume of previous creations. Developing games that are unique and innovative, yet fun, can be very difficult. In the case of our…

Production

Stage 3: Proving Your Core Experience As our game concept has developed into a large scale cooperative experience in public spaces, we have considered in what direction to take the visuals. As our game is intended to be open for anyone to play, we must strike a delicate balance between drawing in current gamers through…

Production

Stage 2: Building the Conceptual Foundation As we proceed with the idea of a “massively multiplayer local game”, we now begin to explore what games are already present in this space. Our game, when complete, will be able to be played on nearly any screen in a public or private space. With its wide range…

Networking: Clone War

As a project we were tasked with working in pairs to emulate the 1985 game Spacewar in XNA. We had to maintain all of the core gameplay of Spacewar, although were were told to specifically not include a few aspects. Overall, Lou and I did a pretty good job. My previous project in Networking already…