What’s up with Fortenight yo?!
After two iterations of our Fortenight Game project we have decided to take a break. First of all,we want to make it very clear that this is not because we want to. All you guys who love us and our games (Yes, I am referring to you dude) should know that we are honored that you have played, tested and hopefully enjoyed the games so far. Please continue to do so during our break. The highscores are in grave need for some fresh blood.
We do this since we are currently busy creating a game engine in a course called Simulation Engines together with two other game-creating geniuses, Jonas and Disa. We will be posting a link to that game project later on.
Another reason for taking some time off Fortenight is that we want to have time to continue working on our previous game Telewalker. We’ve gotten a giganormous amount of positive feedback for this game, so we’re hoping to improve it into perfection and participate with it in this year’s revision of the Swedish Game Awards.
The Fortenight project has certainly been a great experience for us, kick-starting us into working with the rainbowtastic Unity game engine and trying out our game ideas. We are not going to stop making games together, but we feel we might want to work on longer projects (except awesome game jams of course) than the ones we have done so far. Stay strong in our absence and may the twin sticks be with you!
Fortenight goes to Nordic Game Jam, greatu successu!
This weekend we all went to Copenhagen to participate in the Nordic edition of the Global Game Jam. Our plan was to split up into different teams to gain as much experiences as possible, but in the end Edvard and Jacob ended up in the same team.
So without further ado, here are the games we made together with the great people we got to team up with!
Micael’s team put together [BLANK], a game about uncertainty:
Anton’s team, Generic Pie, put together Moonboy: Intergalactic Adventures:
Our resident artist and likewise Ebbe’s brother Abbe also came with us to the Jam, and made the stunning graphics for Bad Karma for Gary:
Jacob and Ebbe ended up in the same team, Spelunca Habitante, where they created Spelunca, a game about a plant lost in a dark cave:
So how did it go?
Spelunca actually made it to second place! Since Jacob is the only one who had attended game jams before, we were really happy and surprised with the outcome. Even getting into the finals was amazing, let alone snatching the second place!
The winners of the NGJ 2012 was another bunch of Swedes, calling themselves Redgrim. Their game showcased the everyday life of an unemployed nobody, and goes by the name Simon Gustafsson’s Two and a fjers men [Haha]. It is really unique and nuevo, you should definitely check it out!
We’re so glad we went there, lots of work must be balanced out with even more fun, which it did! We won more beer tickets than we thought were humanly possible to use, but at the end of the night, and with a little help from awesome Bioware-guy Manveer Heir, all of them were gone. All that remained were a lot of drunk kids with hopes for the future.
Game #2 - Telewalker (Gamepad Loving Edition)
We spent the last two weeks fixing up this little game. Now we finally feel ready to release Telewalker upon the world!
The goal is to reach the end of the level as quickly as possible. The controls are explained along the way, so plug in your Xbox 360 pad or Playstation 3 controller and play! Both PC and Mac should be supported but we have not been able to test the PS3 controller under Mac very much yet.
- PC 360: Use the official driver
- PC PS3: Use this unofficial driver
- Mac 360: Use this unofficial driver
- Mac PS3: Plug-n-play on Leopard and forward (shoulder buttons not supported at time of writing, will fix this ASAP). Try bluetooth first.
Oh, and if you reach the goal fast enough you may get to put your name on the highscore list!
The project leader for this game was Jacob. The rest of the team fooled around in Unity for
two three weeks. No set roles in such a small project. :)
The gameplay was inspired by Jacob’s unreleased game GunFlyer and his general love for twin stick control schemes.
The development of this game ran much smoother than our first thanks to more experience with Unity. Unity’s physics system (based on PhysX) was especially fun to work with. However, implementing joypad controls turned out to be a real hassle as there is no standard mapping between different joypads or operating system.
We’re pretty happy with this game, and hope we get feedback from this release to improve it even more in the future. So please, don’t hesitate to leave comments! :D
Finally, a friendly reminder to all you gamepad haters out there: we’ve got you covered with the other version of Telewalker…
Game #Xmas - Telewalker (Gamepad Hating Edition)
Here’s a little something we made before exam weeks got the better of us and we then all headed off on xmas vacation: A prototype (or rather, offshoot) for our next game, Telewalker.
This is a little QWOP-style robot walking game. WASD controls the rear leg, IJKL the front leg. The goal is to conquer the slight incline in as short time as possible.
However, it wasn’t always meant to be this way…
The original concept for the game was to have a walking battle tank deftly maneuvering around a level, attaching its feet to walls and pulling itself along using twin analog sticks. The direction of the stick would control the direction of the leg and the more the stick was tilted the more the leg would extend. There would be enemies, traps and all sorts of obstacles to watch out for!
Being worried that too few visitors to this site would have twin-stick gamepads we decided to try to implement keyboard control instead, aaand… well we might have to rethink that decision.
Expect a proper version of Telewalker after new year’s, and until then… merry christmas and a happy new year!
Game #1 - Mead Madness!
Announcing Fortenight’s first game!
Mead Madness is an asymmetric two-player VS game in which two wizard apprentices battle it out to be the first to bring mead to their powerful master. However, if they get too caught up fighting and don’t get the mead to their master in time he will punish them both.
- Mouse to aim
- Left click to walk in direction of cursor
- Right click to shoot fireball in direction of cursor
- WASD to walk
- Space to plant mines (watch out for friendly fire!)
5 mead deliveries to win. If neither player delivers mead within 30 seconds the master summons the Fist of Fury. The first player to be hit loses half their points.
The project leader for this game was Ebbe. The rest of the team fooled around in Unity for two weeks.
This was our very first game in Unity and we made a lot of mistakes but learned even more. The end result was hampered by some GUI text related bugs which we didn’t quite manage to iron out so we broke our two week limit. We still haven’t managed to fix it completely so if you’re running OS X might have to reload the page if the main screen is messed up. Hopefully we can post a fixed version sometime in the future.
The game was originally called Katchup and for a short while featured a TMNT-theme. Or at least Krang.
Additional sound credits