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November 26, 2015


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Joined May 26, 2006
Games (4)

The Twilight Realm
August 01, 2012
Ascended - Fight or Flight
October 30, 2012
Tempust - F4D 2013 Demo
January 21, 2014
May 01, 2014
Examples (3)

Aircraft AI Example
April 25, 2007
Lightdash Example
February 14, 2008
Zelda-Style Saving Example
March 08, 2008
Favorite Users

64Digits Completition Feeler Blog
Posted on June 02, 2014 at 17:06

Judging by the site's recent activity, this definitely isn't a good time for another event. But I've had quite a few people asking when the next Completition was. Even though I wanted to give people a break from the last comp, so far it's mostly been those participants who have approached me. Also, it's been a month since 64DSC ended, and I like making use of my summer.

So for those of you who weren't around this time last year....

The Completition is an event where everyone gets together and makes games solely for the purpose of finishing something. The goal of every participant is to pick a game that they can realistically finish within the allotted time. The thing that sets this apart from other competitions (aside from no prizes) is that you can enter any game, no matter its progress, as long as you think you can finish it, or at least make substantial progress that puts you that much closer to finishing it. Because of this, there are no rules on when you're allowed to start, but the event will still end at a specific time, at which point I'll compile the games and put up a file containing all of them.

If for some strange reason you have no unfinished games that you're ready to send into the world, you're free to start a new one. Additionally, those who entered 64DSC might want to consider entering their competition games.

Last year we had something like 17 entrants and 6 people who finished, giving us a 35% finish rate, more than double the average of most competitions. I want to see if we can get a similar number, so please leave a comment here if you're interested in participating in a prizeless event with a bunch of people who are trying to finish their games.

Additionally, if someone else had a competition planned this summer, speak up now. As far as I'm aware, there are no competitions planned until Scary 4 Digits 2014.

If you need incentive for participating, you may want to check out Cesque's Fire Point, which has seen a large amount of success on GameJolt and therefore on review sites such as RockPaperShotgun (here's one such review).

This is just a feeler blog to see if it'll be worth taking up a couple months of your summer. Hopefully we can get a decent roster before I go in-depth on how the event will work, and what changes I'm making this year. Please note that I'm not promising the bundle this time, which fell through last year due to some communication issues.

- Kilin

I Love Egg Simulator
Posted on June 01, 2014 at 20:06

I figured I haven't posted a blog in a while, so here's something to make me feel like I still visit this place. This is what I've spent the past two weeks doing.

For whatever reason, I decided I wanted to do a little low-res game with kind of a minimal palette thing. I think it looks great. For those who want to know, it's a little survival life sim thing that I thought would be easier to tackle than the behemoth that is Lixim.

Look at the little egg.

I must take care of it.

Spiders eat eggs. And also people

I love you, egg.

There, I posted something so you can stop telling me how inactive I've become.

Vespere - The First Night
Posted on May 01, 2014 at 00:50

I promised I'd do lots of devlogs and streams and such, but only ended up doing one of each. This is the first competition I've taken seriously since RPG4D2012, and every other competition entry has suffered from extreme burnout. I experienced that on this game as well, and having the end of the semester occur within the same month made that no easier.

The original goal for this game was to have eight characters, each with a strength and weakness pertaining to puzzles, and each with relationships which influenced how other characters performed their puzzles (to the point where one might sacrifice himself to the Vespere Hour to ensure your safety). Knowing I wasn't going to be able to manage this, I cut the playable roster to two. Due to the spriting required, I didn't even do that.

I may have started this game on April 1st, but I didn't actually start doing serious work on it until about a week ago, when my finals ended. I wish I had the time and skill to create models better than cubes, but at the end of the day, I think I ended up with a pretty good product, and a good base for future development.

I'm hoping to take this game beyond the competition and see if I can't call it my first serious game.

I know none of you care about the trials a developer takes to create something, but I thought I'd share my experiences with my favorite community anyway.

Looking forward to playing everyone's entries. If time allows, I'll write a review blog. If time REALLY allows, I'd like to do that Let's Play that I've been promising for the past two years. This time I actually have the hardware and software I need.

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