Skip to main content

[TAG] - Introducing Shark

Introducing our entry for The Arbitrary Gamejam #02!

EDIT: I've had many messages telling me that people are clicking on the image without realizing its an image... I suppose I could have picked a better screenshot...

EDIT2: Changed image to something people won't click.

Shark is a game I developed, in tandem with the design, art and writing talents of Jack Duckels, Luke Schnabel, David Fitzsimmons and Dylan Betts.
Inspired by a little bit of all three themes, our game is about giving out loans and staying alive!

Controls: Just click (aside from name entry at the start!).

Download Link (Windows):

SHARK1_3_0_1.rar (11.2 MB)!44w2XJ7R!anm5AiR4UvRNhOc6nC8M9i0TibA2JshCGMzavZgjEOg

Webplayer Link (Might have trouble in Chrome):

When you're done playing Shark, check out the other games from The Arbitrary Gamejam 2!


Popular posts from this blog

Wacom vs N-Trig - A Modern Comparison

WARNING: This post is long. I wrote this because I could not find an unbiased comparison of the modern N-Trig and Wacom technologies online. It was written in response to the artistic outcry regarding the Surface Pro 3. If you are an artist, I believe it is worth reading.

UPDATED as of 20th June 2014 to reflect N-Trig software advancements.
UPDATED as of 23rd June 2014 to reflect new direct Digitizer comparison information.

Those of you who may visit this site regularly will know that I am a game developer, but what you might not know is that I also do a lot of sketching. (Maybe one day I will post the stuff online)

Since I am a geek, I do almost all of my sketching digitally, which means I am always looking out for new developments in digitizer technology. This brings me to this post in particular:

Following the announcement of the Surface Pro 3, many artists were shocked and disappointed by the news that the SP3 would be using N-Trig technology rather than Wacom technology like the SP…

Unity: How Adapters can help you write fewer MonoBehaviours

TL;DR: You don't need to duplicate a bunch of code to do the same things to a Image and a SpriteRenderer, or RectTransform and Transform, etc. You can use a simple pattern called the Adapter Pattern. If you've never used it before, this post explains how.

The Problem: Image vs SpriteRenderer Lets say you want to make a sprite fade out, maybe its a dead monster or a collectible, but in either case you want it to gracefully depart from the screen rather than blink out of existence. Kinda like this eyeball monster from Beastly:

So that's pretty easy right, one way of doing it is with a MonoBehaviour that modifies the sprites alpha value via SpriteRenderer.color. Your class might look something like this:
public class AlphaFaderSprite : MonoBehaviour { public SpriteRenderer spr; public float fade_percentage; void Update() { spr.color = new Color(spr.color.r, spr.color.g, spr.color.b, fade_percentage); } } Now, anyone who's used Unity for more than an …

Design Bites: Minecraft - Feed The Beast

The "Design Bites" series is about learning or appreciating just one design element of one game. It's about applying an analytical eye, even if it doesn't touch on everything.

What's Minecraft - Feed The Beast? Minecraft is a Sandbox developed and released by Mojang in 2011 (Kinda, it was in beta for a long time). The player roams a procedurally generated world building things and collecting resources with a variety of tools. Feed The Beast (FTB) is a collection of Mods for Minecraft, which add new items, creatures, resources and other features to the game. There are many different Feed The Beast modpacks, each with their own goals and focuses. This article is specifically about "Feed The Beast: Infinity Evolved". I would encourage anyone curious about FTB to head on over to the Feed The Beast website or Forums and check it out!

What's Awesome? Deep inside all humans is the burning desire to build a nuclear reactor.

No? Just me?

Alright. To be compl…