Saturday, December 14, 2013

This game came out of our recent 48-hour game jam. It was made by Team Asiana, which included Youhao Wei, Zuoming Shi, Duy Huynh, and Ky Tran. They made the game using GameMaker, and it was interesting that they decided to figure out how to give the game an isometric perspective.

The premise of this game is to control an army of artificially created monsters. The game allows you to select from several different monster parts, and putting them together gives you units with different stats. It's mostly functional aside from the fact that you don't have any enemies to attack (they were removed during the last few minutes before the deadline due to some glitches that couldn't be solved). Despite those problems, this game was perhaps the most well presented, since it featured a menu screen, music, and lots of great artwork.

Click here to play the game.
Click here to download the source files.

Friday, December 13, 2013

This game was made during our recent 48-hour game jam by Team Awesome, which was composed of Hunter Haynes, Rachel Brindle, and Sean Stephens. They started out with a very ambitious game idea: they wanted to make some kind of real-time strategy game with online multiplayer, and the central mechanic was built around allowing players to hack into parts of the game. It was about halfway through the weekend, they realized that their idea was impossible.

When Team Awesome decided to abandon their original game idea, they took an old particle-based system that Sean had worked on sometime ago and turned it into a game about zombies. The premise is that the player controls the waves of zombies (in green) and tries to use them to kill the humans (in blue). They loosely tied it to the game jam's theme ("Artificial") under the idea that zombies are artificial life.

People seemed to generally really like this game, and it was voted second place out of all of the games from the event.

Click here to play the game.
Click here to download the source code.

Thursday, December 12, 2013

This was the winning game from our recent 48-hour game jam, and it was made by the Red Team, which included Cindy Trieu, Sean Grogg, Livio De La Cruz, and a little help from Joshua Djakaria. During that weekend, this team was pretty inspired by the Studio Ghibli films that they had watched recently, and they were even listening to the films' soundtracks while working on this game.

The main mechanic of this game is the ability to grow vines by clicking and dragging on them. Both the character and vine animations received a lot of praise, even though the rest of the game was relatively unpolished and had many glitches.

The funny thing about this game is that it's almost completely contradictory to the game jam's theme, which was "Artificial". If it wasn't for the one robot in the game (which was literally added in the last 20 minutes of the game jam), then the game technically wouldn't have qualified.

Click here to play the game.
Click here to download the source code.

Sunday, December 8, 2013

This semester's game jam was pretty awesome! We had 13 participants, and we made four games in 48 hours. Most of the returning participants agree that this game jam was a lot more fun than last semester's, and we were able to make four games in 48 hours.

Sunday, December 1, 2013

The artists participating in our Game Jam a week ago has allowed the club to release assets they produced during the Game Jam for free!

Get them here!

We would appreciate it if you cite Cindy Trieu for the CindyAssets pack, and cite Ky Tran if you use the KyAssets pack.

Since the premise of the game that the KyAssets pack is based from requires customization in body parts, each creature body comes with a sprite strip of 12 body parts that are already correctly positioned, assuming both the body and parts share the same origin point.