Wednesday, July 10, 2013

Initial #gamedev thoughts

Above is video of my most recent progress for this project.  what I have:
1. Character movement (sneaking, running)
2. Mice that have AI and can be caught.
3. Ability to drop bait that attracts mice, and can be eaten by them.
4. Interactive physics objects that can be broken bases on set parameters.
5. XML loading and saving of game parameters.

What I need to do:

1. change control stick to touch movement control from touch anywhere on screen.
2. Improve physics object interaction and performance.
3. Fully implement game parameters loading and saving.
4. Add drop-able trap objects.

RPG element or not?

Realistically I think I need to add an RPG element to the game including beating other mouse catchers and taking their business.  This adds quite a bit of additional work, so Ill see if I have time to get into this.  It would definitely make the gaame more fun and engaging.....

Monday, June 11, 2012

Guess It is good to post about this... Since it is a project I have been a part of.  :)

Saturday, November 5, 2011

I was going to post some more sketches for my Dead Rapper project... but Haven't quite finished with one of them yet... So I will hold off. Instead I will post some images of characters I made for an undisclosed project.

Monday, August 1, 2011


So I haven't posted to my blog for way too long now... Been too busy with paid stuff I guess. This time I am posting something a little different, I have had this character in my head for a while... and on return to Hong Kong he finally escaped. This sort of stuff is at the heart of my art and inspiration... I have always wanted to create a comic, but just never had the time or drive to finish. I likely wont finish this with my return back to reality only 2 pages and a cover, plus no real firm story concept... but whatever, still worth posting the images. It would be nice to escape the grind, and just do me...maybe someday.

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Monday, July 26, 2010

Smash Game imrovements

I meant to do a post about Smash a while back, but I put it off until I had added things that made it have a little better playability. Anyhow My team won two awards at the game jam for this entry, which was pretty cool. I hope to put more work into it, and make it something that will look more like a finished project. In the mean time, play it! Feedback is very much appreciated.

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Wednesday, May 5, 2010

warr-iors come out and pla-yy

Finished up the warrior and some simple sequences that should be adequate. Might make a few texture variations for these guys to mix it up. Cant wait to smash these guys! :)

Thursday, April 29, 2010

This time it will just be diffuse mapping for the models... That makes the art quicker to produce as well as improves performance for the game. I have finished up animations for the giant, now I gotta get the animations warrior done.

Tuesday, April 27, 2010


So here is my concept for the Game Jam this time:

You control the bad-ass Giant/Ogre and just smash little warrior guys that try to attack you. You will also be able to destroy the little towns of the warriors. The main goal being to destroy them completely. I think this should, be pretty straight forward.... and I think it will turn out to be pretty fun. I have ideas that expand upon this initial idea, but that's for later.

Monday, April 26, 2010

This project has been on the back burner for a while... It's gonna be a while before I get back into it since I will be doing something new for the Game Jam. Thought I'de post this,created it a while back... Will be posting some new ideas for the Game Jam.

Sunday, September 27, 2009

Did some animation

Just finished up animating the combat combo. Not perfect but it'll work for now. Now I gotta code it...yay.

Friday, September 11, 2009

It seems that someone has written an article about my project... Odd since I haven't heard a thing from anyone about this. But still encouraging... What this thing needs is some buzz. To keep me motivated
Check the article:

Wednesday, September 9, 2009

animation design

Since I dont wanna deal with animation blending, I designed the animation to be independent of walking. So he will float a little in the air as he fights. Just a simple combo for now.

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Saturday, September 5, 2009

weapons and objects

So before, I do any coding of my new ideas... went ahead and refined some ideas. I originally prototyped the cage object pretty fast, and I think it somehow doesn't make sense visually. So re-designed it, to something that makes more sense at least to my brain. Also created some weapon designs. I think I am close to narrowing down a scenario / story for the demo level.

Sunday, August 9, 2009

Finally did some work

So I finally started working on this project some more. I plan to go thru another iteration of the controls, to hopefully make it easier to play and more fun. Along with this concept work, I have been working on getting some game mechanics going... Hopefully I will post some play test stuff soon.

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Tuesday, June 30, 2009

So Chris these are the 2 guys from your sketches that I think fit well. I especially dig the humanoid character. Maybe you could refine these guys some more?

Monday, June 8, 2009

So my friend Chris has been modeling some vents for the game... Check'em out here:

Thursday, April 30, 2009

My Submission is done!!

Here's my submission to the Game Jam People's Choice Awards... Its still pretty buggy... but it is a game now :) Damn I'm tired... Vote for my game at

Vote Here:

Sunday, April 26, 2009

Story Development

I am have been trying to come up with a master character for Limbo. The first levels will be training like levels. The master will instruct you in the art of ghost catching. I made these concept ideas for his master. I like "A", "C", and "F". I think I like "F" the best. Which one do you guys like?

Thursday, April 23, 2009

New Controls

So I have updated the controls... And changed the cage. I think it should be a lot easier to use now. Comments welcome...Please :)

W,A,S,D, and arrow keys to walk
Space to jump
Left click to shoot cage, then middle mouse to lock cage around the ghost. If you want the cage to disappear middle mouse again.
"Portal" button drops portal object, when you push the trapped ghost on top.. it will disappear.
"Totem" switches to shooting totems that freeze (scare) ghost.
Um that's it for now... Next some ui stuff (...boring)

Thursday, April 16, 2009

I have been working on some basic controls for the past few days. Play around with it... Your feedback is greatly appreciated!


W,A,S,D to walk
space to jump
right click to orbit camera
left click to throw cage at ghosts
(the first cage will automatically close, you can throw more but they must be closed by pressing "c"... Once the first cage disappears the next one will close automatically...I will fix this.

You can switch between throwing cages and throwing totems(which currently do nothing).

You can also drop a "portal object which also currently does nothing.

The cubes with green arrows are vent objects I am working on, they are supposed to blow the avatar upward.

(previous version updates to above post)

Tuesday, April 14, 2009

Monday, April 13, 2009

Making a slight deviation in the original game concept for now... I like the idea of the main character being a graffiti artist, I just cant think of good game play concepts for this at the moment. We came up with these ghost characters att the game jam...So to get something to go along with what we started at the game jam I am implementing the below concepts:

Fear Totem: Dropped to scare ghosts, and corral them to portal.

Ghost trap: Once thrown can be locked enclosing ghost inside... then pushed over portal.

Vents: Even though he has wings, Limbo cant fly. You must earn points to get farther jumps and eventually fully fly.

There will also be a portal object not pictured here.

Tuesday, April 7, 2009

So I survived the Bay Area Game Jam... This is what our team submitted, It's not exactly a game but it the beginnings of one. Thanks to all my team mates and new friends: Charles Brandt, Vance Wallace, Latha Krishnaswamy

Try it out:


Use the arrow keys to walk around the town.
Left click to shoot Graffiti.
Use the right mouse button and the scroll wheel to adjust the camera.

(Disabled Temporarily)

Wednesday, April 1, 2009

Animation Test

This Engine is really cool and easy to use... Here's my animation test of my character in the engine.

(1)Right click to enable
(2) use arrow keys to navigate


Tuesday, March 31, 2009

Character Animation

Just busted out 2 animations tonight. Too bad you cant set these videos to loop.. An idle and a walk cycle. I am really gonna have to hustle to get these things ready for the Game Jam this weekend. I will test these in the engine tomorrow...Hopefully they will work.


Sunday, March 29, 2009


Of course we will need enemies. Mugzilla, is an example of a main opponent that you race against in the level... Bloody Knuckles is an example a sort of lesser enemy type.

Supporting characters

I have come up with these two supporting characters... who are mainly friends of Limbo, I still need to develop story and game play for them... but I am pretty happy with these concepts I finished tonight... of how they will look.


I have decided for this first project to base the game around a character that I created previously. The character's name is Limbo, as you can see he is both angelic and demonic, hence the name. I actually am not dead set on the name limbo and may still change his name... He is a grafitti artist and the gameplay will revolve around tagging different walls within the level. I am also thinking that the player will be able to earn both good and evil points affecting the powers they develop. I want the world to be dark, urban, and gritty, but also somewhat whimsical.

Sunday, March 22, 2009

Game time

I have decided to create a game.... Never really much been into blogging, but I figure this is a good way to track progress of the project. I will be posting concept work and art work in progress soon.

The Greedy Gamer
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