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Other Games:
These games are a bit crummier than the others, but still quite playable.
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 2.63MB |
The Cube from Outer Space
This was my "Realtime rendering and 3D games" project for uni, which I worked on in the
second semester of 2005. At the moment it's not so much a game as a technical demo; there are
no menus, sounds or gameplay, plus a lot of stuff is half finished (among other things the score
text was added 2 hours before the project was due). For detailed information on the game, visit
this page (It's in xhtml due to
the project specifications, so good luck if you're using IE).
After DuzzQuest 2 is completed, I hope to go back and polish
this game off. (Hopefully bettering my chances of getting work in the games industry.)
The objective of the game is quite simple: You play a giant
space cube that has recently landed on earth. Crush as many humans as possible
and survive as long as you can to amass the highest possible score. The only controls are
the four arrow keys that control the direction you roll.
As you crush puny humans, the Cube grows, allowing easier crushing. However, laser fire from
human tanks shrink the cube. When the cube grows too small the game is over.
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 800KB |
Good Santa, Bad Santa
This was the first game I completed, done for the
December Monthly AGS Competition in 2002.
It was my first attempt at a game, it's very short and was rushed to meet the deadline, but it won the (albeit small) competition.
You play as Santa. You can either play the game as a nice, happy, good Santa, or as a
psychotic, evil, bad Santa. I advise you to try both. Your score tells you how Good or
Bad you are, -20 is the Baddest, and +20 is the Goodest. The walkthrough is in the file
for all you non-adventurey people.
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 600KB |
Rob's Party Quest
An unfinished game made by Clare and I
(and anyone else who wants to help). There's no real objective to the game yet, if there
were it would be to create a costume so as to be able to get in to Rob's 'computer game'
themed fancy dress party.
The game is done in an old Sierra AGI style with a text parser. (That means you get to
type in junk, and the game tells you it doesn't know what the hell you're trying to say.)
As an added feature, if you try to do something that doesn't have a pre-scripted response,
you can add your own, email me the resultant files, and I can put your responses in the game.
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 700KB
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PickelSprite
I made this in early 2003 under Balsa's direction after an amusing little argument with my brother
following him filching my pickel and me filching his sprite.
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Abandoned Projects:
If anyone want's to try the incomplete versions of any of these games, or even wants the source, feel free
to email me.
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The Enlightenment of Doodle:
Early 2004 I was disillusioned with uni, and thought I'd make
better use of my time spent at uni if I turned all my doodles into a game. I was using the new 32bit colour feature
of AGS, so the doodles looked quite effectively like they were walking around on the page. It was to be an artistic piece
about a doodle trying to find the reason for his existence. - This animation is part what was to happen upon his realisation.
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William Gibson's 'NEUROMANCER'
The sky was the colour of television...
...tuned to a dead channel.
Early 2003 I was toying around with making an adventure based closely on the book, but it proved
way too huge a project for me to attempt. It had a groovy intro though, and this screenshot.
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