Mandarin Duck :D

Evening guys,

I’ve been working on the AI quite a lot, but not in the last week and a half. (I’ve been busy with an art project)

I happened to come across a super fantastic, absolutely stunningly awesome breed of duck:

MANDARIN DUCK.

Image

[Photo © alessandro tortora - www.aroundthelight.com]

I am going to work on designing a new set of logos to represent myself with, based on this duck, of course.

I mean LOOK AT IT – It has everything that makes a duck awesome:

- Speed-enhancing turbo glider fins

- Fire decals

- Emerald fibres embedded in its feathers

- A black and white striped rudder

- A speedboat shaped body

- A velvet chest

- A very disarmingly majestic; masterfully penetrating; and abysmal stare

Ready. Steady. GO!

Hello again eager adventurers!

I bring news of great importance. . .

OFFICE GUY!

Development is picking up pace again, I keep getting tripped up by the distractions of life, but I’m still going.

I’ve begun sketching pixel artwork of some level scenes, optimizing the synthesized physics behavior and control of the character, developing my level editor, and starting to code the AI.

This is a warehouse –>

"The Warehouse"

I think I might be lost.

I’ve decided to start blogging much more often now, because so many cool and quirky things come up in my brain all the time and I need somewhere to document them. :D

Nothing can stop me now (Well, I might be held up slightly with a ton of school exams, but…) … here we go!

Get ready, and get excited because this is going to be AMAZING.

Forwards to the Past

Comrades!

It is a pleasure to again breach intellectual stimulation together via environmental stimulus once more!

As the game-concept, development, and overall project were rolling on merrily I realized that there needed to be a few changes to the approach I had.

One of those is that the game is now RETRO.

Also:

  • It is no longer in pseudo3D, it is proper 2D (Which means faster development, easier to make and much cooler stuff)
  • It is a platform-BASED game, but with innovation to the nth degree so no-one will get bored
  • All the artwork is going to be 8/16-bit-ish retro pixel art
  • It will be much more awesome than ever.

For more information as to the storyline, development, artwork, etc about OFFICE GUY be sure to follow our Twitter Feed and Like our Facebook Page.

That’s all for now!

- Duckwit -

‘Office Guy’ Concept Art

Greetings comrad!

From the Dojo where our artists collaborate their emotions and their feelings into their beautiful art, we bring you another taster of some of the ideas behind Office Guy.

He has a beard.

He eats donuts.

He wears a tie.

He wears a suit.

He has a briefcase.

He Drinks Coffee.

Whilst I have been very busy with GCSE Exams, the Christmas holidays are here and I am ready to get some solid work done on the combat system and Artificial Intelligence in the game.

I hope you look forward to seeing more of the progress on Office Guy!

I wish you well fellow followers -

That’s all for now!

‘Office Guy’ Development Sneak Peak #2

Welcome once again fellow followers!

I now present to you a work-in-progress clip from ‘Office Guy’ -

Plantz are cool :)

Screenshotted (How is that not a real word! BAD DICTIONARY) here is a little clip from the interactive menu scene, where each cubicle represents a different option, entering a cubicle will display a button linking to that option. Figured it would be more interesting that a ‘normal’ menu.  :)

That’s all for now!

Office Guy – The Concept

How goes it! (As unusual as that sounds, it is part of the thesaurus under ‘hello’)

Office Guy is the codename for my current iPhone/iPad game project.

Office Guy can do anything, can be anything, can use anything he wants, or to be more specific, everything he can imagine.

Punch that! ... that, that thing...

Office Guy, as long as you have the intellectual properties of imagination superior to a fish (they say fish have combustive air intake valves), works in an office.

He seems to get rather bored, or distracted. Or something along those lines. What does he do during these periods of apparently blank mental state?

PAH! What kind of a ridiculous idea for a game is this anyway?

Let me tell you…

There will be staple-guns, Packs of Jet™, robots, zombies, [insert another stereotype people group], explosions, S.W.A.T, animals, bad guys, robots, explosions, meat cleavers, scoreboards, big scary bosses, explosions, hamburgers, coffee, magical USB sticks, vehicles, punching, shooting, eating, burning…

Lots more to come!

More on that later -

That’s all for now!

‘Office Guy’

Greetings earthlings!

I have some interesting news for those of you interested in being interested in interesting news.

While this experimental/prototype whacky wat-cha-ma-call-it game project dubbed ‘Scrap’ as far as I was concerned now has a direction. It has the breath of life, a purpose in this ever-increasing world of interactive video art.

It’s not a very official name, but its better than Scrap.

Office Guy. 

I don’t want to reveal too much too soon, but I can tell you it is going to be awesome.

I am right now focusing on refactoring and writing old and new code to adapt for this new, renovated redesigned restructured storyline.

I look forward to releasing more details as progress continues :)

That’s all for now folks!

Progress Update #1

Hello again interweb followers!

After some delays and struggling to crunch some code while I do my everyday work – I have made some significant progress.

-I’ve put in a basic projectile firing system, and a melee combat system

-I’ve successfully created a 3-D perspective in a 2-D engine (Much more dynamic than a platformer)

-Jumping, shooting, hitting. (Including jumping and walking across objects ‘in 3-D’)

-Artificially Intelligent Bodies/Enemies that follow you whilst moving around each other in a crowd-like fashion

-The character, objects (Crates, boxes, etc..), and the AIs all have health and take damage from melee and bullet hits

-The character has fully interchangeable parts. For instance I can replace the hat with one of the users choice, and the head/face, the torso, the weapon, and the legs as well. (Will add a backpack for storing stuff, Dynamite, animals?, food, ammo, metal parts)

-Created some new graphics and little animations so the this prototype looks a little neater

Then, on my TODO list right now:

-Background layers with parallax scrolling

-Foreground layer for foreground elements (depth)

-Make AIs attack character when close enough (melee)

-Make AIs that fire projectiles

-Make AIs die (Quite important! I don’t want to leave all the enemies as zombies when this is finished)

-Lots of other stuff that I can’t think of off the top of my head :)

Brainsss...Hrraaah

That’s all for now folks – you’ll have to wait longer while I actually make that long list of stuff I just invented. Hahaha…