Browser Nexuiz

May 14th, 2010

Google used Nexuiz to show off their Native Client project:

http://www.downloadsquad.com/2010/05/13/introducing-the-next-step-in-web-app-development-google-nativ/

Nexuiz is shown at the end of the video. I couldn’t find any information on them releasing the ported source, but it wouldn’t matter with the project being so early and unused.

In other news, Capsized is now in a semi-public play testing phrase. The game is basically done except for the last level (waiting on the artist to get back from Italy next month to finish it), and I might redo the first training level to be more cinematic and better for a first impression. At this point I am interested to hear some first impressions on the game. I am hoping to get play testers who are experienced in the indie games scene and know the marketplace for games like this, unlike the sort of retro gamers and such I was searching for before.

I’ll also be doing a local play testing session at the University of Saskatchewan. Again I’d like to use this mainly to see first impressions, and how people feel at first about the controls. I doubt a person gives more than 2-3 minutes on a trial game before giving up, so it’s important that the game doesn’t demand too much from the user too early.

Nexuiz, XNA

Darkplaces video

January 22nd, 2010

I just wanted to show off this:

It’s a video I made a few years ago showing off features of the Darkplaces engine (Quake1 based engine used for Nexuiz, developed almost entirely by LordHavoc).

I made it over the span of a few months, recording clips of original Quake1 levels with real time lighting, along with some replacement texture packs made by the community.

Nexuiz

New Dev blog

January 22nd, 2010

I tend to only update this blog when I have something to show, usually a video or some screens of a latest project. Hopefully I’ll be able to change that at some point. So rather than using this blog for Alientrap projects I’ve created an Alientrap development blog:

http://www.alientrap.org/blog/

It’ll be updated by me for news on Capsized development, and by a few Nexuiz developers for news on Nexuiz releases and community content (new maps, mods, podcasts). Hopefully I’ll be able to update it regularly with Capsized news, with a game like Capsized the only way to market it successfully is to keep people updated and interested, constantly reminding them and having a very open development. Right now I’ve basically released no Capsized info other than a teaser trailer, so hopefully that will change in the next few months.

I’ll still try to post on here regularly, maybe make it more for other personal projects.

Uncategorized

Hovercrafts

December 2nd, 2009

I’ve been experimenting with some different gameplay options with the capsized engine. Here is an example of some hovercraft physics:

As for Capsized development, I’ve been working on adding split screen deathmatch for the past week, I’ll have a video soon. The single player development has been a bit delayed due to inactivity from the artist

Uncategorized

Capsized Website released

September 15th, 2009

http://www.alientrap.org/capsized/

New site up with new video. Still very low on content at the moment, but it’s mostly just to get some early interest in the game and see some user response to the gameplay.

I also wanted to begin heavy play testing. At the moment most of the responses I’ve gotten over the project have been how incredibly hard it is, and how frustrating some of the more difficult spots can be. It’s hard to tell whats obvious to a new player or not, so hopefully with more play testing we can make the game as intuitive as possible.

Here’s the new video:

Uncategorized

capsized video…

June 3rd, 2009

Here is a video of the Capsized game I am working on for the Xbox:

All art by Jesse McGibney, sound effects by Micheal Quinn, and I did all the programming. I’ll release more details when I know how and when it’ll be released.

Uncategorized

CAPSIZED

April 29th, 2009

Some screens of my XNA project,

Shot1

Shot2

Shot3

Shot4

I am still getting it ready to send to the Pax10 competition on May 9th

Uncategorized

Nexuiz News

April 7th, 2009

Nexuiz 2.5 is now out, still increasing in quality dramaticly with every new release. I am not an active developer anymore, so none of the credit for it’s current quality should go to me, but it’s still nice to see my previous work be developed upon.

I also did a podcast interview on Nexuiz for a new site called OpenGamingNow, you can hear that here. He edited out a few of my fairly bad answers,

Apparently Nexuiz is also on TV. A while ago two Canadian TV series contacted me also about using Nexuiz in some of their shows. I gave permission for Flashpoint, and a show called Being Erica (called ‘The Session’ at that point). They gave me the episode numbers, and just said it would show it the background. I completely forgot about it till someone mentioned they saw Nexuiz on the Flashpoint show. I uploaded it to youtube here, it looks like they made an entire arcade setup for it, but didn’t really show it off for more than a few seconds. Being Erica also used it in one episode, but they never focused on it, I only knew it was Nexuiz due to the music in the background.

Nexuiz on flashpoint:

Uncategorized

Old Nexuiz video

March 11th, 2009

I just wanted to show this off:

An old video made by a Texas marketing company for GameStop when Nexuiz was used in their stores for a competition. I think for around 4-5 months it was placed in 8 cities across the US. I was contracted to write the interface for the kiosk, which included a registration process and high score lists (Nexuiz was played by each person for about 2 minutes, with scores based on how much damage they had done).

Nexuiz

Zymotic Video

January 27th, 2009

Zymotic is amazingly not dead, I’ve released a video of the gameplay in one of the levels:

Zymotic Website

The game is pretty fun, but currently filled with placeholder art and Nexuiz graphics/sounds. I am posting this video now and showing it to the Nexuiz community because I plan to open up Zymotic development, create a public SVN where anyone can download and test it, and accept many developers to work on the SVN. It’ll be interesting to see how well a very open development works, if it needs strict design and leadership or if there can be some initiative to make some progress.
I still have to fix some annoyances with the current version then I’ll open up the SVN,

Zymotic