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OMVG!

[Note: This page is being regularly updated to provide a more detailed description of the podcast and it’s aims.] The Oh My Videogame! Podcast is something I’ve been planning for a while now and it’s getting to the stage where I finally need to start talking about it. On the podcast I’ll be talking with […]

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Blog

Audiogames, Audiogame Jam and Playing Videogames Without Sight

Videogames are software applications designed for interactive entertainment. They are available for home computers, dedicated games consoles, smartphones and tablets, and are an increasingly significant part of modern culture. They are also in most cases inaccessible to those with sight loss due to game designs that require the player to react to visual elements and on-screen feedback.

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Blog Game Dev. Game Jams

Audiogame Jam Post-Mortem

  Audiogame Jam is a game jam event that ran between August 26th and September 5th 2016. The challenge was to make games playable in audio only so that those people with limited or no sight would be able to play them It was run to raise money for the Royal National Institute of Blind People, […]

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Pro Motion 6.5

I recently bought Pro Motion 6.5, a piece of software designed to allow the creation of pixel art. It’s quite good but has an interface that’s very unintuitive for someone used to Photoshop and GIMP. The online tutorial videos for it are also quite good if you can handle the terrible audio quality.

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Blog Game Dev. Games

High Steaks

Update 18/07/2019 – The links to the studio and the game on the Google Play store now no longer work, likely due to the studio closing its doors for good. Farewell Future Fossil Studios. I did a little freelance work back in February – April this year but I’ve been reluctant to mention it here […]

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Blog Game Dev. Games

Character Movement in Unity

Rewriting the character movement code for my character I found several approaches. Move by altering the transform.position of the character. Move using a character controller component and forces. Move using rigidBody component and forces. The first of these worked fine but didn’t play well with my camera control code. Also, since I’d reworked the level […]