"Autumn Vows", The Sunset Terrace at Lansdowne Resort, Leesburg, VA

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2025 on Tumblr: Trends That Defined the Year
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"Autumn Vows", The Sunset Terrace at Lansdowne Resort, Leesburg, VA
Took part in a "Make a Film in a Day" event over last weekend. Met some cool people and had a lot of fun fleshing out, filming (slightly ridiculously on the Muni bus!), and editing a quick film short! Here's the result of our efforts!
"Rails", Dew Tour 2013, San Francisco, CA
"Pipe Dreams", The Embarcadero, San Francisco, CA
Sunset over Haleakala Summit, Maui, Hawaii
VRJam Devlog - Rats in the Kitchen! 8-21-13
Only a few more days left!! gaaah!
I've hit my main (physical) development wall! That being, I haven't received my Oculus devkit yet.. which makes developing for the Rift VRJam a bit tricky hah.
I decided to reach out on Twitter to see if anyone in the Bay Area had a kit handy that I could test with and got a response from the Oculus Team ((that I didn't see until late last night.. crap! but they're absolutely awesome guys to say the least)... Hope they can help out, but in the meantime, full steam ahead!
I'm learning so much about the design process, considering I handled it a bit backwards. This being my initial attempt at a game jam (or any game dev for that matter), I created a basic design document/feature list with what I wanted to realize in the final release. I was learning multiple systems at once (Blender, Unity, and Photoshop) and didn't know how much I could handle on the art side. So I jumped quickly into it and spent a lot of time developing the landscape (kitchen/dining room) to roam in. After working out a very basic AI/NavMesh, and randomly killing waaaay too much time trying to build physics card tower, I'm down to fleshing out puzzles and gameplay.
This part sounds like a ton of fun but it's really difficult too! Creating interesting chain reactions and involved gameplay that intertwines is a difficult undertaking, and I'm not sure I'll have enough time!
List to Do:
1. flesh out puzzle progression.
2. create rat/human/cat meshes (or decide to make this Rats vs giant robots in the kitchen.. heh)
3. tweak rift movement... decide if i have enough time to implement a more interesting rift control scheme.
geez.. so little time...
So check out the update to my milestone 2 video above, hopefully shows the game off a bit better!
Doug Liddle: Guitar Instructor
Business card by St. Bernadine Mission Communication Inc.
So simple, yet makes complete sense
Oculus Rift Jam, "Rats in the Kitchen!" dev update
Spent some time generating more artwork assets for my Oculus #VRJam project, currently dubbed "Rats in the Kitchen!" I have all this furniture planned out! It's taking a while, but it has proven to be a great opportunity to improve my knowledge of Blender and to streamline my production pipeline (Blender -> Photoshop -> Unity).
I'd really like to get the environment structures completed within the next few days so I can concentrate on developing the Rube Goldberg mechanics. So that means I'll need to knock out the rest of the floorplan pretty soon.
Check out the video and I'll post some more progress soon!
Joining the Oculus Rift Jam! "Rats in the Kitchen!!"
Finally decided to develop a submission a few hours before the first jam milestone yesterday! Literally, I started working on an idea I'd been throwing around at 9pm, with an 11:59PM PST screenshot "deadline."
Though I have little experience making games, I have thought extensively about game design and have been tinkering around in Unity for a while now.
The idea is based around the Oculus Rift being able to bring to life an environments' sense of scale. In the games being used during Rift demos, one of the most impactful moments is when you're standing before a giant several times your size. You gaze up in wonder, feeling.. tiny. I wanted to expand on this feeling by making everything around you huge.. by shrinking you to the size of a rat.
Unfortunately, I haven't received my devkit yet and my skills at programming/scripting/3d artwork creation are relatively basic, so I'm keeping the game premise simple:
You're a rat in a kitchen and you really want that cheese that's been left out. Unfortunately, it's not quite that easy to get to and you'll need to set up and execute a Rube Goldberg style string of events to end your hunger.
I started off with creating a floorplan and building the environment with a combination of blender and Photoshop and then importing them into Unity.
That's taken up most of my time at this point, but I'm excited to get to designing how the Rube Goldberg Machine will work with FSM's!
There are some great early game submissions on the Oculus Forums http://bit.ly/11Vomgb, go check them out! My favorite so far is "Sightline" with its mindf*ck line of sight mechanics!
http://www.oculusvr.com/vrjam/
5 Influential team-based multiplayer PC games that you’ve probably never heard of (and that I’ve been addicted to in the past) in no particular order.
I've played countless multiplayer PC games since the early 90's, some that have been wildly popular and some that received critical acclaim yet were never commercial successes. I'd like to highlight a few of these lesser-known games that were influential to me and that I felt deserved recognition. All of these games still have an active community of highly devoted players and can be played for free.
1. S1. Savage (2003)
If you’re a fan of both RTS and FPS shooters, this is the game for you. Imagine playing an RTS, where all your combat units are FPS players. You mine your resources, build out your buildings and tech, and give directions to your units (which they may or may not follow). In general, a single player will play the role of commander, though an inexperienced commander may quickly be voted out of the hot seat if they prove themselves inept.
The teams are split into two warring races (beast and human) with vastly different tech trees and abilities. Generally, the Beasts are based on strong melee and fast offensive abilities while the Humans are ranged and defensively focused. Such a difference in skills is difficult to balance, but Savage pulls it off wonderfully.
Savage was plagued by early game glitches in 2003 and was eventually released as a freeware title in 2006. The game has been kept very much alive by the player community which continues to run servers and tournaments today. Recently, a team at Newerth.com developed and released Savage XR, updating character models, animations, music, and adding gameplay improvements. Definitely worth a look! Be wary though, as the community has been around for a while, the learning curve to get to a respectable skill-level (either as a unit or commander) is quite steep.
Http://www.newerth.com
The creators, S2Games, are also behind the DOTA-style title - Heroes of Newerth.
2. 2. Netrek (1988)
Deemed the first internet team game, I found out about Netrek a few years after its late 80’s heyday. This game pioneered the team-based RTS genre with balance and game mechanics that I have not since encountered. Each match was an epic conflict to genocide the opposing race through planetary destruction. Control of valuable resource planets helped maintain superiority in a sector of space and helped launch your next offensive into enemy territory. You could help fill a variety of necessary roles on your team, the fragile but fast scout, the balanced cruiser, the specialized planetary assault ship, the slow heavily armored battleship, and the space-controlling starbase. With a high learning curve, mechanics that rewarded organized team tactics, and a game language of its own (“free beer”, “ogging”, “twinks”), Netrek was an influential gem in early internet gaming.
Ofcourse, you can still play it free now (and possibly forever)! Though finding enough players for a quality T-mode game is sometimes difficult. Give it a try.
http://www.netrek.org/
http://en.wikipedia.org/wiki/Netrek
3. 3. Soldat (2002)
I remember finding this treasure after searching for a decent real-time Worms alternative. I lost many a night glued to the screen, playing the most popular capture-the-flag style match. The game played much like a fast-paced 2D Counterstrike, taking out enemies with a variety of weapons. There’s nothing like saving your flag mere pixels from being capped and then capping the enemy flag in turn. One of the biggest draws was the blossoming mapmaking community. Even now, there are thousands of player-made maps (some amazing, some amateur) that are still floating around.
The creator Michael Marcinkowski went on to develop the addicting indie title “King Arthur’s Gold”, where you can see the Soldat styling and influence in action.
Soldat - http://www.soldat.pl
King Arthur’s Gold - http://kag2d.com
KAG Gameplay - http://www.youtube.com/watch?v=Z5xakGLn2yI
4. 4. Subspace (1997)
A 2D top-down multiplayer Space shooter released by Virgin Interactive Entertainment in 1997, Subspace was a fast-paced game with a variety of objectives based on the zone and server you played on. Players zoomed along in a pseudo-accurate zero-gravity physics system adding a new dimension to ship control. Varied objectives like capture the flag, turf wars, ball sports, and just plain ol’ PvP destruction could be accessed in different zones or played concurrently for points.
http://www.subspace.co/
5. 5. Shattered Galaxy (2001)
Spawned from the RTS games of the 90’s, Shattered Galaxy was an early attempt to turn Starcraft into an MMO with character development and control of only up to 12 units on a battlefield of 40+ players at any one time. Factions fought individual battles for territory on a larger planet map, gaining control by “POCcing” points of contention. As players gained experience in battle, they would be able to afford more units and bring stronger combinations to the battlefield.
Unfortunately, the dated graphics didn’t help during the release and the game wasn’t considered a commercial success. However, the title was clearly a breakthrough in the MMORTS genre and continues to be played today.
http://www.sgalaxy.com/
On a Limb