Archive:Events/Gamejam/Jan11: Difference between revisions

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== [http://www.wickedworx.net floatstarpx/joakim/ben] ==
== [http://www.wickedworx.net floatstarpx/joakim/ben] ==
We were very tired, but we managed to scrape together a few ideas while journeying on the overground. We created a rhythm game, which had a few spinning discs, horrible poly-rhythms and some animals textured with train seat textures. It was probably a pretty accurate rendition of what the inside of our heads looked like at that point - so it at least succeeded in that sense. I'm currently calling it "Tortune". At one point it had a 2 player mode, which was loads of fun - but you couldn't see the train animals, so we took it out.
We were very tired, but we managed to scrape together a few ideas while journeying on the overground. We created a rhythm game, which had a few spinning discs, horrible poly-rhythms and some animals textured with train seat textures. It was probably a pretty accurate rendition of what the inside of our heads looked like at that point - so it at least succeeded in that sense. I'm currently calling it "Tortune". At one point it had a 2 player mode, which was loads of fun - but you couldn't see the train animals, so we took it out.
== [http://klobb.posterous.com/ KommanderKlobb] ==
I made a 2 player VS shooter with [http://twitter.com/#!/ashleygwinnell Ashley Gwinnell] - I was coding, he was doing everything else. The idea is that both players shoot in the same direction, but there is a network of ever-changing widgets - mirrors, t-splitters etc, which receive the shots and modify their direction / multiply them. The plan is that you'll have to kill waves of enemies and pick up the stuff they drop without getting shot.. [http://dl.dropbox.com/u/867027/Ricky/shooter.jpg Screenshot here!]