The Evolution of the Minibots

January 10, 2013 - 10:11 am

As I have mentioned last time, Escape of the Minibots underwent a couple of revivals.

I went back trough my archives and found old screenshots and mock-ups of the game. Here are some of them:


Lots of blue inspired by Dexter’s laboratory.escapeoftheminibots-screenshot

2012 Version
Tried out the pixel art look.

2013 Version (Current version)
Here is how it looks now. 2D character sprites on a 3D background.

Take note that the pictures above does not reflect the quality of the final product. A lot of stuff will still be improved.

Stay tuned for more updates about the project soon!

Complexitivity (Post-Compo): The basic core mechanic

September 4, 2012 - 2:17 pm

Try out and rate the original game here.
Try the post-compo version here.

Ever since I have determined that my game lacked “lasting appeal”, I spent the last few days experimenting with a number of gameplay mechanics to add to the existing one. There were some that were interesting (like one idea where you can fight the virus directly by shooting its core) but most of them detract from the basic player experience that I want to retain. And that is the tension of dynamic platforming.

Most of my decisions so far was dictated by my desire to retain the core mechanic. My rule of thumb right now is if the player is not jumping around all over the arena, then there’s something wrong with the design.

New additions:

With update 1.1, I’ve introduced a new pickup-item: The recovery node. This replaces the repair node in terms of functionality. Picking this up will recover nearby tiles and increases the points to reach the next level. On the other hand, picking up the repair node will add one “repair bullet” which you can use to repair tiles at will. By having two separate pickups, each with their own risk-and-rewards, I am forcing the player to choose under pressure which can add more to the tension.

I have also changed the way on how a repair bullet works. Before, tiles are restored at random which made the resulting platforms very unexpected and risky. With this new change, the immediate surrounding neighbors are the ones that are restored forming a nice big platform which is very helpful to save you in tight situations.

Update 1.1 summary

  • Picking up repair node (wrench and screwdriver icon)  gives you one “repair bullet”
  • Picking up a recovery node  (the bandage icon) increases your points to get to the next level
  • Repair bullet now restores tiles with a definite shape
  • Placed a “bullet” counter at the top of the crosshairs
  • Some performance and code improvements

Try out the post-compo version here. If you still haven’t, please rate the original entry here.

Complexitivity (Post-Compo): Fire at will

- 4:50 am

Try out and rate the original game here.
Try the post-compo version here.

Since I have some free time before my next project, I decided to continue development on Complexitivity. For this post-compo version, I have added a feature that drastically changes how you play the game: The ability to restore tiles from where your crosshairs are pointing at. GASP!

I’m serious. This new addition gives the player a bit more of a fighting chance against the virus at the expense and adds to the choice the player has to make.

If you have played this game, I welcome any comments on this new addition.

Update 1.03 includes:

  • You can now restore tiles at will by clicking on the left-mouse button
  • Made controls more responsive
  • Made jumping less floaty
  • Tweaks to difficulty
  • Improvements to performance and code

Try out the post-compo version here. If you still haven’t, please rate the original entry here.

Complexitivity: My Ludum Dare 24 Entry

August 30, 2012 - 2:09 pm

Last weekend I decided to join yet another Ludum Dare event. After 72 hours of continuous work, I managed to spew out Complexitivity, an arcadey first-person platformer where platforms randomly disappear and you try to stay alive by making sure you don’t run out of ground.

Yeah, confusing, I know. I guess, a video clip can help you visualize how the game works.

If that caught your fancy, you can try the game on Kongregate by going here:

Oh, and be sure to rate the game on Kongregate and Ludum Dare if you liked it!

Run, Panda, Run Devlog – Week 5, 6 and 7

April 20, 2012 - 10:42 am

I’ve been a little busy this past week due to other commitments. I wasn’t able to follow my timetable to the letter but things are still moving forward.

This week’s recap combines all the changes from week 5 to 7.


Here are some screenshots showing the evolution of the environmental design from sketch to concept art to in-game.

Here are the finished tasks in list form:

  • Added a countdown timer
  • Added more test levels
  • Added a level completed area
  • Added a level select screen
  • Players can now finish a level and move on to the next one
  • Made level creation and editing easier using prefabs
  • Face changing fixes
  • New environment concept
  • Created new environment models
  • Optimization changes
  • Fixed bugs
  • Deployed a development build for browsers

For next week, I might concentrate on adding new models and textures to the test level I’ve made. If I have the time, I might work on new obstacles as well.

Meet Penny the Panda

March 13, 2012 - 9:16 am

Since last week was all about getting the basic engine stuff done for Run Panda Run, this week I decided to mix things up by working on the art assets.

It took me a day to learn the ropes with Blender 3D. And after a couple of tries I finally ended up with something that I’m happy with ( Check out the older versions of Penny the Panda at the bottom of the page for some giggles ).

I decided to go with a cutesy-look inspired by the game Costume Quest since I am also targeting the kids and female demographics. I might do a few changes in the future but I like it as it is.

All of this won’t be possible without the super awesome 3D modeling and animation software called Blender3D. It’s easy to use, powerful, and best of all FREE! For those who are interested in learning I suggest checking out the tutorials over at Blender Cookie.

Below is a view of Penny from the back. I’ve added a zipper to remind the players that she is just wearing a costume.

Here are the previous versions of Penny the Panda.

Penny the Serial killer
Penny the Panda after she got lost in a fastfood kitchen
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Global Game Jam Entry: The Pacifist

January 31, 2011 - 1:58 am

This is the game that my team and I have made during the Manila Game Jam 2011 held last weekend.

Take note that this game was only created in 48 hours! So there are still some bugs and problems in the game. Don’t worry we will be fixing them soon.

Game Description:

You take control of a boy who needs to go through a forest full of endangered species in order to get home. You remember your mother’s warning that you should never hurt or kill any animals as they may become extinct and respawn as ghosts and haunt you forever.

The game highly discourages killing. If you happen to kill an animal, they spawn as ghosts and try to exact revenge by preventing you from reaching your goal. The more ghosts there are, the harder the level becomes.

The levels are designed so that you will be forced to making decisions on whether to kill an animal or not. There are times when killing, makes things easier. There are times that it doesn’t. It’s up for you to decide what choice you make.

New Screens and a Playable Demo!

July 16, 2010 - 7:16 pm

For this update I’ve done a lot of minor tweaks to the movement, enemies, and weapons. The most noticeable change would be the Power-ups, they now have their own icons.

Check out the new screenshots below:

And also, here’s a playable demo if you really want to check it out!

Download link to Zip file
Download link to Rar file

Download it, play it, and tell me what you think. I’m open to any comments and suggestions! Cheers!