We made a new game for #7dfps jam!
Just before the holidays, a little present for you! We made a first-person arena shooter where you have to protect your BIG SOUL. Play it on itch today!
>> PLAY NOW <<

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We made a new game for #7dfps jam!
Just before the holidays, a little present for you! We made a first-person arena shooter where you have to protect your BIG SOUL. Play it on itch today!
>> PLAY NOW <<

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Gaming @ratkingcollective
Having a "First Person Party in the USA Simulator" moment to celebrate the end of my first day of work on this game for the 7 day FPS jam!
Rat King is doing 7DFPS again! In 2020 we made Meat Shift which was so much fun, and we're very excited to see what we can put together this time around >:D
7DFPS on Itch.io | Meat Shift (free!)
7dfps jam entry's dev diary 0x0, braindump for a non-violent retro toy
Raw brainstorming about making my very own first person game jam entry. (Two-to-four itch games were 2D cool pieces to learn and will continue some with Mosi before actually making more diverse entries engine-wise)
DAY 0x1:
Keywords
Moodboard
Mindmaps
Study some games and make a research document (Table of credits, specifications and all things documentation)
Imagination cardboard tests and writing prompts on paper "thesis"
Tools, game engine & other technological choices and narrow it down to MVP vague specifications
DAY 0x2:
Choose and gather free public domain assets (especially audio & misc multimedia boilerplates)
Engage with 7dfps dev community
Start thinking about how go with the competition, the "requests" and accessibility in mind
Prototype gameplay loops
Playtest by myself and fix issues as they arise
DAY 0x2
Sketch map layouts
Sketch game assets
Summarize engine-related systems
Implement at broader scales
DAY 0x3:
Tinker around with initial game assets
Craft the feature core of my tiny-packed systemic design
Learn the relevant documentation for the project's engine
Take advantage of engine features
Get started with alpha playtesting it to other people and gather the feedback
DAY 0x4:
Beta players' responding and tweaking from feedback
May expand with swappable assets, additional gameplay systems and level scriptables
Open up the infrastructure for modifications (FLOSS repository, website page entry, seek peer-review for technical documentation and all things making it more community-friendly)
DAY 0x5+0x6
Fixing last bugs
Quality of life
Polish
Creative frontend assets
Writing down-to-heart descriptions and tags
Publish
Curate
Promote
Pitch it to my family
Gather reviews data
Respond to comments & reviews
NOTE
Also yes, I thank each one of you so much for sticking by with my 30k+32 posts (99% are reblogs apparently, welp), 310 following comrades and a handful of awesome conversations since I registered back around July 2015. It really make me blush and it motivates my humble brain as to keep going.
\\(^*^)//

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Had an idea for the 7-day FPS jam, about interfacing with an EVA-ish mecha in a trance-like state!
666 Coins
Another jam game - this time for the 7DFPS, where the task is to create a first-person shooter within 7 days. Of course, when we (voxel and myself) decided to participate as a team, we neither wanted to do a shooter, nor do it in a week. Instead we worked a horror stealth game that we planned and prepared within a month. The result is 666 Coins, and you can find and play it on itch.io!
I took the character controller I created for the stealth game project I already talked about, and changed it only marginally. It became the foundation for what would become the gameplay of 666 Coins - which is mostly about hiding in the dark, evading enemies (as you don’t have weapons to defeat them) and stealing loot.
Voxel was responsible for generating the level out of map sections (built with bloed), and creating the textures; he also made several decoration objects and a deadly trap. Thanks to him, the game actually came together.
I made two enemies, one is a floating mask that shoots projectiles when it becomes aware of you, and a somewhat creepy “walker” creature that will wander around and pursuit you on sight. Whenever it attacks, it teleports you to a random place within the level. I had a lot of fun programming the AI for them, and while I had some problems with getting my animations from Blender in Unity to work, I’m quite satisfied with the end result, even though there is potential for improvement in every department.
7dfps
holy shit i missed creating shit.
this here might not look like much but it’s something i’m working on for 7dfps.
i decided to join 7dfps because i felt like creating things again: i had a huge creative block over the last few months and i think i’m finally snapping out of it!
i love to create things. i love showing it to other people and i love it when people like my shit.
i love being surrounded by other creators. i never want to stagnate and i never want to stick to people who stagnate, i never want to stop studying and experimenting and i want to be near other people who also do the same, who think the same way
creating is my drive and it will forever be my drive. no substitutes for the feeling it provides me.
gotta take a break now! will keep working at this