Hannah Young and my canoe

Posted by Fabio on Jan. 26, 2012, 6:58 p.m.

http://fabioisonfire.tumblr.com/

More SUPERJAIL 2000 updates eventually.

I’m sitting in my canoe and I’m waiting for Hannah Young to jump. It really isn’t my canoe but I don’t tell Hannah Young that. Each time my tiny dinghy pitches or rolls, it seems like Hannah Young is taking small steps backwards towards …

In this bookstore

Posted by Fabio on Jan. 24, 2012, 9:40 a.m.

http://fabioisonfire.tumblr.com/

More SUPERJAIL 2000 updates soon.

In this bookstore I am reminded of my old man. In my head I can see a large hotel dining hall. The tables are white and the room is filled with husbands and wives and brothers and sisters all talking about what’s in store …

Becky Voight and my filthy hands

Posted by Fabio on Jan. 23, 2012, 2:12 a.m.

http://fabioisonfire.tumblr.com/

This bathroom smells weird. I don’t mean to say it smells weird as in Becky doesn’t have good hygiene, it’s a different brand of weird. Like old candles or something. I bet the scent she picked has a name like ‘Bahama Breeze’. Why does this wallpaper have ducks on …

INSPIRATION, FUCKERS

Posted by Fabio on Jan. 17, 2012, 12:29 a.m.

Picture this game: you're a prisoner. Your goal is to escape this… superjail of sorts that you've been incarcerated in.

Procedurally generated levels. Gore? Lots of it. Traps? Tons of them. Your objective? Find the door placed in each room and open it. Some will already be open. Other times, …

Where I'm at so far.

Posted by Fabio on Jan. 15, 2012, 1:21 a.m.

Here's how far I've gotten on the procedural generated robot explorer since I last posted.

So, uh, yeah. I haven't gotten far at all.

I like how this looks, and I have two types of enemies at the moment, but I'm struggling to decide on mechanics. Should it be a …

Working on my spriting, still...

Posted by Fabio on Nov. 9, 2011, 11:51 a.m.

Scrapped everything I had implemented with my procedural generation work and started again. I stripped everything away except the generation engine.

Now I've got this robot as the main character. He can't do any fancy walljumps, but he has a burst-use jetpack and he's animated pretty well. I've always been …

Level 2 Procedural Generation

Posted by Fabio on Nov. 6, 2011, 2:26 p.m.

Here's what all that procedural generation stuff I showed yesterday looks like now.

I'm thinking platforming roguelike gameplay, with some RPG elements (as you can see, the levels and experience bar), hats (roping in the Team Fortress 2 crowd), enemies, savable NPCs, and more.

Still a lot of work to …

More procedural generated goodness.

Posted by Fabio on Nov. 5, 2011, 10:17 p.m.

More, more, more.

It took a long while (see: all day) but using the drunken walker method I finally got some very nice procedurally generated levels working. The water is a bit clunky and I haven't done tiles yet but the system is there.

Now… what to make with it. …

A little this, a little that...

Posted by Fabio on Nov. 1, 2011, 2:44 p.m.

Not sure what it is yet… But you can run and jump and walljump and it looks pretty and there's lights! Also, the main character is like, a bear. Or an Ewok. Or both.

Thoughts?

Interested in a hotseat co-op game?

Posted by Fabio on Oct. 31, 2011, 5:54 p.m.

Hey everyone. I started work on a hosteat co-op game this morning, and I wanted to show off a little of what I did this morning and see if there is any interest in the idea. The basic premise is a hotseat co-op platforming title with a heavy focus on …