psychicsoftware
December 1, 2014
Conferences & Events, Techie
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“Hittin’ Worlds” Game Jam Winner

December 1, 2014
Conferences & Events, Techie
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I took part in a game jam on Saturday, and we won! ;-) My main collaborator was artist Niall O’Reilly from local game art company DoomCube.

The game runs using HTML5/Canvas, with a node.js websockets server. The ‘render client’ ran on my laptop and players ran the ‘controller client’ on their phones.. this seems like a really nice way to do casual LAN-style multiplayer games, and it’s a configuration I have been thinking about for a few weeks. I just need to figure out a killer party game idea to use it with!

In “Hittin’ Worlds” Each player plays as a planet, in orbit around a sun. Asteroids are flying about, and players have to use their forcefield to deflect them. By using a virtual joystick-style controller on their phone, they orient the forcefield in specific directions.. incoming asteroids get deflected in that direction. The idea is that players fling the rocks at each other while defending themselves.

We also had a really nice piece of custom music written by a guy called Ian, from Athlone/Reading.

December 5, 2013
Conferences & Events
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Galway Game Jams 2 and 3

December 5, 2013
Conferences & Events
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Through my efforts to set up a game developers group in Galway in 2012 and 2013, I came into contact with two energetic and enthusiastic game devs, Liam Krewer and Alanna Kelly. Alanna had already run a successful Game Jam earlier in 2012, and it seemed like a natural collaboration to merge the fledgling Galway Games Group (GGG) with her Galway Game Jam (GGJ). So in June and October we joined forces and ran Galway Game Jam #2 and #3.

I hadn’t really been sure of the value of a Game Jam prior to this – it just seemed a bit insane to try to produce something in a single extended session. But the value is now clear to me – by creating very tight deadlines, you immediately make every team member useful.. so those with less experience are in a position where their work is relevant and important, which it would not be if the project had a month or two to complete. Apart from that the GJ is an excellent and fun networking opportunity. It gives a focus and theme to a networking session, which is something that we had already been struggling to manage in our earlier GGG meetings.

The first event, in June, ran for 12 hours. I took on the role of photographer and on-the-day organiser (making runs to the shop and Pizzeria etc.).. I didn’t really want to take part in the competition since I knew I’d only get too engrossed in coding, to the detriment of the other stuff that needed doing.


“We had fun! There were games made! .. mostly with only a tenuous link to the under-the-moon alternative-reality wonderland I envisioned. Apologies for my smart-ass comments and constantly sniffing nose. Also my camera battery died a couple of mins from the end so we didn’t get the wrap-up presentation from all teams.”

 

The second event, in October, ran for 24 hours (I, like the other more ahem.. mature.. attendees disappeared in the middle for some sleep!).


“Footage of our 24 hour game jam, 12th-13th October 2013, attended by about 25 coders, designers, artists and musicians. The quality of work going on was very impressive, and it was great to see visitors from Dublin and Tipperary this time, in addition to the locals! Thanks once again to the organising team Liam Krewer, Alanna Kelly, and me! I kept my cheeky comments to a minimum this time.. and the music being produced was so good that I didn’t want to muck it up by overlaying any backing track.”

May 4, 2012
Conferences & Events, Techie
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Shiva Undergrad Course

May 4, 2012
Conferences & Events, Techie
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This is the content from a complete 9-week undergrad course that I taught between January and April this year. I hope it’s useful to some other Shiva developers!

WEEK 1 – intro, IDE, API overview
Lecture 1 – Introduction
Lab 1 – Setup Shiva + Mars Rotator
Mars model (Collada .dae and .jpg) (for use in lab session 1)

WEEK 2 – key game entities, automatic flow of control, AIs, keyboard, accelerometer
Lectures 2&3 – Concepts, the Shiva SDK etc.
Lab 2 – Mars and its moons!
Phobos/Deimos models (Collada .dae and .jpg) and skyboxes (.jpg) (for use in lab session 2)

WEEK 3 – programmed flow of control, messages, key game entities, data handling
Lectures 2&3 – Added to since last week!
Lab 3 – Mars with collidable asteroids
Asteroid model (Collada .dae and .jpg) (for use in lab session 3)

WEEK 4 – physics, direct movement, the camera
Lecture 4 – physics, movement, camera
Labwork: start on your game projects; complete lab 3 if you haven’t done so yet.

WEEK 5 – HUDs, runtime object management, coordinate systems, vectors and angles, ray casting, the math object
Sample solution to lab 3 (Mars with Moons and Asteroids)
Lecture 5 – HUDs, raycasting, runtime object management

WEEK 6 – sensors & colliders, tables, hash tables, xml, game deployment
Lecture 6 notes

WEEK 7/8 – particle emitters, multiplayer, multitouch, efficiency, Shiva script and OpenGLES, materials & lighting, pathfinding
Lecture 7/8 notes

Demo Games that we will be discussing in class:
The Shiva webplayer plugin will automatically install..
[Afterburn 2150]
[Mars Defender]
[Block Rockin]

May 1, 2012
Conferences & Events, Techie

Genetic Algorithms – Game Dev. Magazine Article

May 1, 2012
Conferences & Events, Techie

I was asked to write an article for a magazine called ‘Game Coder’. They seem to have nicely focused special issues, and they were planning an AI one so my article on Genetic Algorithms fitted in well.

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PSYCHICSOFTWARE | Psychic Games Ltd.
Sam Redfern indie games developer and university academic