|||| 8 - 15 nov 2014 ||||
7DFPS ...
About
Name
LokisSword
Timezone
Europe/London -- (GMT) London
Website
Coolness
100% cool
Games
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3

11

[additive]
Kill'em with Light
Posts
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Holy cow - We made it!
Well, I just about made it! http://itch.io/jam/7dfps/rate/13891 I think I over ran by about 8 hours - I don't call that too shoddy considering I've been at work during the day from 9-5. I'll post a full gameplay vid and dev. blog at some future point :) For now, good luck and best wishes to everyone who participated. I hope you all get some rest and look forward to playing all your games. Cheers, Alex
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Fun with Rag Dolls.... Again
What happens when you don't bone 'em just right... That's what she said...
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Just a quickie please!
Day 3 doesn't get a Development Blog - just a quick gameplay snap of what went in last night. Spent far too long playing with Rag Dolls.... ah such fun. On to Day 4!
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Day 2 - Slow Day at the not office...
Day 2 was pretty slow going, but I achieved a few good things. I've got a first hitscan weapon in and AI deaths are now possible - Self congratulations, it's now an FPS! Ragdolls are in, because who doesn't love random ragdoll beahviours :P Lots left from day 2 to get done in day 3 - thank god for Monster....
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Day 1 DevBlog - Possession
Well today was a fairly short one, with maybe 5 hours total spent on the Jam. I'm still very much getting used to Unity, but it's a fun journey. The games working title is Possession, watch the vid and you'll maybe get an idea where this is going! P.s you'll also note my amazing confidence in front of the camera ;) See you all tomorrow for day 2. Good luck.
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Ambitious ideas - Take 2..
Howdy folks. LokisSword here again, for a second bite of the 7DFPS cherry! (To say I may have been slightly obsessed with this years jam is possibly an understatement). Last year was the first jam I'd ever participated in and I felt really energised to work on my project ([additive]). I even made the deadline and released something that was at least playable and vaguely pretty... See video attached! I used BlitzBasic3D - a Basic language binding of DirectX7. This was a tool I had previous experience of and I benefited from being able to rip some code from previous projects. However its barebones nature really slowed down my development (i.e. no scripting, no visual editor, no OOP, having to write particle systems / events / AI pathing / setting up collision volumes manually in code). This really meant that I ended up with an 80% time investment in "engine" tech and not enough left to really round out the game concept, which I still hold is a good one! :D This year I'm moving to Unity3D - hopefully a move that will mean I've got more time to develop the feel of the game and less on tech. Whilst I've not used Unity before, I'm *relatively* comfortable with C# as it's the language I'm currently migrating my -employed- coding to. This is also the first time I'm intending to live-stream and blog (anything!), it won't be 24/7 as I'll be at work during the day, but hopefully from 8pm GMT each day I'll be LIVE on Twitch! I also intend to be in the 7DFPS IRC channel as much as possible to chip in ideas, catch the gossip and offer encouragement and quite possibly beg for Unity help :P As for my idea - I'll not say much more than "Messiah". Should mean something if you were a gamer in 2000 :) Good luck to everyone participating this year! I look forward to playing your games.
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