I make games and animation.
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So this is the new project I'm working on.
It's a game all about Greek mythology, with a visual style based on traditional black-figure vases. It's early days so I'm still just building the core mechanics, but it's beginning to look like a game. I'll probably post some prototypes up for download here once it's a bit further along. If you can't wait the latest version can be found in the TIGS forum devlog.
Latest tweets from @ninjadodo
@HobbyGameDev wacom tablet instead of mouse.
Nov 16 2014, 4:29am
@HilariousCow More fun to suspend disbelief, even once you can 'see the matrix' as it were. Non-systemic thematic flourishes add to that.
Nov 15 2014, 9:40am
@HilariousCow maybe just me but I tend to 'perform' games I like beyond the scope of the mechanics, as a kind of theatre.
Nov 15 2014, 9:38am
@HilariousCow I quite liked those ideas on withdrawal symptoms Campster suggested in his Max Payne 3 video.
Nov 15 2014, 9:31am
@HilariousCow I kinda like the space where the limits of interaction are still unknown...
Nov 15 2014, 9:26am
@HilariousCow and/or express any linear value difference through sthing other than nrs (eg visuals, sound)... perceivable effectiveness
Nov 15 2014, 9:15am
@HilariousCow obv nrs are there under the hood, but diff btwn 1x and 2x dmg sword is meaningless, so why not have a sword and a bow instead?
Nov 15 2014, 9:13am
Nov 15 2014, 9:02am
@HilariousCow Maybe ambiguity is more interesting... a thing happened, now character is sad VS action X caused +5 to sadness.
Nov 15 2014, 9:01am
@HilariousCow Feel games should get away from nrs as a measurement of value altogether. Have diff tools with diff feel instead of +5 to dmg.
Nov 15 2014, 8:51am