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BlackShipsFillt
07-02-2010, 03:47 PM
This is the game we made at the Global Game Jam 2010 (some of you have obviously already seen it)

http://blackshipsfillthesky.com/presstilda/presstilda.html

http://blackshipsfillthesky.com/presstilda/PressTildaGameplay2.jpg

We're thinking about continuing the project, adding some features and commands and improving the text parsing. The Global Game Jam download is what we did at the venue in 48 hours, the current web player version is a little bit fixed up.

The project started from the Unity3d startup sprite project I uploaded here last month, which is why we managed to get so much done.

If you have comments or suggestion I'm keen to hear them (I know that "Tilde" is spelled wrong, that's just one of the things that happen during rapid development, although the odd spelling is kind of nice).

dislekcia
07-02-2010, 04:31 PM
How about adding a "love interest" to the game, called Tilda ;)

Nandrew
07-02-2010, 05:26 PM
Hey, awesome! I had fun playtesting this during the Jam, I'd like to see how you clean it up given a longer schedule. :P

(Also, "Tilde" is spelled wrong. Kekeke)

xyber
07-02-2010, 06:02 PM
How about adding a "love interest" to the game, called Tilda ;)

omg.. "Press Tilda" rofl

that can actually work.. get to some end level and you hav to enter the comamnd "Press Tilda" .. for whatever reason o.O

Blackship.. (urgh, gonna start calling you on your name here) .. keep an iPhone version in mind. I think this could work quite nice on iPhone too and should be easy to port since your using Unity3D.

BlackShipsFillt
08-02-2010, 01:24 PM
Yes, iPhone is on the horizon... though developing for iPhone is not as fun, nor quick, as for Windows/Browser. I personally would like to make a Spelunky version with command collection, randomly generated levels and a few set pieces and sub goals,. A Spelunky version would aim for very diffcult, short plays, but also for a lot of replayability (This is closer to how I envisaged the game originally).

But we are a team, so we will see what we do. Earning money off of it someday might be nice.

FuzzYspo0N
11-02-2010, 01:46 PM
. though developing for iPhone is not as fun, nor quick

Using unity? Its a shame to hear it :P

BlackShipsFillt
11-02-2010, 05:50 PM
Well developing for iPhone in Unity is probably very quick relatively speaking... but it's much slower than developing for desktop because for iPhone I actually have to worry about optimisation. Press Tilda currently barely touches sides on most desktops.

And because Awesomeness == Game - Hardware Limitations developing for iPhone is also less fun.

DukeOFprunes
19-02-2010, 06:28 PM
I love how your graphical work looks like a Commodore64.