HDG

Reaching New Heights – Dyadic

Genre: Local Co-Op Puzzle Platformer
Platform: PC, Mac
Players: Multiplayer (2 Players)
Status: Released

Team: Handsome Dragon Games (Formerly Team Dyadic)
Role: Creative Director
Duration: 6 weeks (Prototype), 11 Months (Full Version)

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Team Members:
Jack Kuskoff – Creative Director
Corey Underdown – Programming
Callan Syratt – Programming, UI
Jared Ford – Programming
Angelica Zurawski – Lead Artist
Samuel McLean – Lead Musician
Nicole Biddle – Graphic Design
Karl Mizzi -Graphic Design

In Dyadic, two players find themselves trapped in ancient ruins after discovering a rare and priceless artifact. Both of you want to be the one to escape ruins with the artifact, but you don’t necessarily have enough equipment to do it on your own. Will both of you work together to try and solve the perilous puzzles that stand in your path? Or will you forsake each other to try and keep the treasure for yourselves? There’s only one way to find out…

Dyadic is now available on the Steam store! Check it out!

You can also check out my various chronicles of the development process here!

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Reaching New Heights – Arms Race

Genre: Button Mashing Party Game
Platform: PC, Mac
Players: Two (Competitive Head-To-Head)
Status: Released

Team: Handsome Dragon Games
Role: Game Design
Duration: 2 Months

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Team Members:
Jack Kuskoff – Lead Game Design
Corey Underdown – Programming
Callan Syratt – Programming, UI, Management
Patrick Vullermin – Lead Artist
Lauren Bearkley – Additional Art
Samuel McLean – Lead Musician

“The Cold War isn’t thawing; it is burning with a deadly heat.” ~ R. Nixon

Arms Race puts two players in the shoes of rival diplomats – one from Russia, the other: America – and pits them against each other in a diplomatic battle of focus and determination. When only one of them can walk away victorious from this frantic political free-for-all, who will reign supreme?

You can get Arms Race right here!

The Great Big Blog of Things I Should Get Marks For – Vol 6

So here we are, for the sixth and hopefully final time. It’s the end of the second last trimester of my studies and I need to summarise all the things that I’ve done. And should get marks for. Right, let’s get to it.

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The Great Big Blog of Things I Should Get Marks For – Vol 5

So, once more we reach the end of another year, and conveniently, the end of another trimester of my studies. As such, it is time for me to take all of the stuff I’ve been working on as of late, and put it into one big mega-post. Brace yourselves…

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Arms Race – Mutually Assured Production

A Post-Mortem

Hey there, dear reader! For those of you who are familiar with my blog (I assume there are very few of you), you’ll note that I’m actually taking the time to make my recent game jam game Arms Race its own post-mortem, instead of putting a post-mortem summary of sorts on the end of a Gentlemen’s Showcase post. That’s because this one is probably going to be a fair amount longer than the kind of space I use in a typical summary. But anyway, enough rambling, let’s talk about Arms Race, and how its production went down.

First and foremost, its important to note that the entire development of this game (up to the point of writing this, at least) took place within the span of 48 hours, for the Brisbane Fab48 Game Jam 2016. We (Handsome Dragon Games) were given the words ‘Love’, ‘Power’, and ‘Surprise’ to use as our inspirations for the game, the last of which being the one we focused on primarily.

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Reaching New Heights – Arms Race (Game Jam Ver.)

Genre: Button Mashing Party Game
Platform: PC, Mac
Players: Two (Competitive Head-To-Head)
Status: Base Game Completed, Expanded Here

Team: Handsome Dragon Games
Role: Game Design, Management
Duration: 48 hours (Consecutive)

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Team Members:
Jack Kuskoff – Game Design, Management
Corey Underdown – Programming
Callan Syratt – Programming, UI
Lauren Bearkley – Lead Artist
Samuel McLean – Lead Musician

“The Cold War isn’t thawing; it is burning with a deadly heat.” ~ R. Nixon

Arms Race puts two players in the shoes of rival diplomats – one from Russia, the other: America – and pits them against each other in a diplomatic battle of focus and determination. When only one of them can walk away victorious from this frantic political free-for-all, who will reign supreme?

The game was developed in 48 hours, as part of the Brisbane Fab48 challenge, using the inspirations “Love”, “Power”, and “Surprise”. It was a hard fought development, and there’s still a couple of rough edges, but the Arms Race still has plenty of surprises waiting for you…

Since then, we’ve taken the time to amp up the game and turn it into a more complete experience, which you can get here!

Alternatively, if you want to try out the original game jam version, you can download it here!

Rather than hide my reflections beneath a read more tag, they’ve got their own post this time. You can take a look at them here!

On The Wings Of An Angle

Developing a Simple Ricochet System

Recently I’ve been undertaking the production of project currently named ‘Ricochet Continuum’ (a name in desperate need of improvement), as part of Handsome Dragon Games. I say as part of HDG, although it’s a project I’m undertaking the entire project solo. Regardless, in this game, the player must carefully aim their shots to ricochet them off walls and ceilings to hit specific targets in the level. But the key twist is that certain points in the level will shift time forwards or backwards by a specific margin when crossed, changing the position or state of the targets.

Now there are plenty of flaws and talking points in the design of this game, but I’m going to be covering them another time. Right now I’m going to be looking at how it works. Or more specifically, how I pieced together the Ricochet System. Perhaps it will be useful if you’re looking to implement a simply ricochet system yourself.

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Reaching New Heights – Emakimono

Genre: Auto-Runner (Or ‘Flier’ more so)
Platform: PC, Mac
Players: Single Player
Status: Released

Team: Handsome Dragon Games
Role: Game Design, Management
Duration: 48 hours (Consecutive)

 

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Team Members:
Jack Kuskoff – Game Design, Management
Corey Underdown – Programming
Callan Syratt – Programming, UI
Jared Ford – Programming
Angelica Zurawski – Lead Artist
Samuel McLean – Lead Musician

Emakimono is an infinite auto-runner (or auto-flier, as it were) wherein players take control of a small, paper swallow, desperately fleeing from the collapse of its world. Gracefully guide the swallow over and under the various obstacles that stand in its way, and fly as far as you can!

If you want to try the PC or Mac version of Emakimono, you can download them here!

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Reaching New Heights – LinKeR

Genre: Top-Down Racer
Platform: PC
Players: Local Multiplayer (4 Players)
Status: Incomplete, Abandoned But Not Forgotten

Team: Handsome Dragon Games (Most of them, anyway)
Role: Game Design, Art, Management
Duration: ~40 hours / 5 Days

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Team Members:
Jack Kuskoff – Design, Art, Management
Callan Syratt – Programming, UI
Corey Underdown – Programming
Samuel McLean – Audio

LinKeR is a top-down twin-stick racer which pits four players against each other in a frantic and deadly race. Players shoot, slow, sting, and detonate their opponents all throughout the race in their efforts to take the lead. Each player always has their car’s trusty machine gun to tackle their foes, along with a myriad of items to be picked up along the track, but there’s a catch: the enemy hit by an attack is not the one that takes the damage. All the damage goes to that player’s ‘scapegoat’ – another racer, possibly you. Can you hit the right opponent to take the lead?

Currently, there’s no publicly available version of LinKeR, but who knows, maybe there will be one day. It’s an idea that needs a lot of work, but that we at HDG are all still fond of. We’ll see…

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