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You can mail me: contact@gamma-beam.com
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About Gammabeam

Gamma Beam is a blog that was made to show my projects and their evolution. I also talk about things that matter to me, and I'll probably not post links or interesting stuff unless they are really worth it! Thanks for visiting!

The project expands…

Category:My Games

Posted On 30-03-2010 at 17:41

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I’ve been working with Go! My Rocket! for a month now, creating a prototype on Construct, and so far the outcome is great! Well, visually the game sucks – I’m using colored blocks for each sprite and gradient circles for the scenery depth tests – but I’m having a great time implementing every feature in the game, while already having a simple balancing going on.

The fact is I’m very happy with the results so far! I’m thinking about writing a GDD and detailing a game progression. All my previous games were based on the “One level, beat your highscore” type of gameplay, but I had lots of negative feedback from this, so I must reach another level of complexity in my games, and design a meaningful game progression, with levels, unlockables and upgrades.

Therefore, I’m gonna ask a little more patience from you – I’ll begin working on the art as soon as this GDD is ready. If you really need to see some image from the game, here’s the nasty-looking version of the game:

Go! My Rocket! placeholder prototype

All my bookmarks are belong to you!

Category:Blog news Other Websites

Posted On 15-03-2010 at 9:33

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Busy week here… I’ll resume my work on Go! My rocket! today, but I still have to make sure the game features are all there before making the art, so I’ll probably post a new timelapse only by the end of the week.

Anyway, I decided to make another Delicious account, and I’m migrating the links that are worthy to it. Here’s the address:

http://delicious.com/gammabeam/

Add me to your network if you have a delicious account, and don’t hesitate to send me some links!

Go! My Rocket! – First art sketch

Category:My Games

Posted On 28-02-2010 at 9:07

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Just a quick update on my new game. It’s called “Go! My Rocket!” and it’s gonna be a casual strategy game – with just one level, so far.

My Wacom tablet arrived (SO excited!) and I decided to finally do some sketches on the art. I managed to capture the screens while I was doing, and I made a video from it. I’m thinking I’ll do this everytime from now on – it’s so nice to see your work taking shape after it’s done!

Anyway, here’s the video, and the link for the final image. It was a rough sketch, I did the whole thing in 45 minutes, but I liked the results – it’s a start!


“Go! My rocket!” Art sketch timelapse.

Village Looter was released, C&C on hold!

Category:Blog news My Games

Posted On 07-02-2010 at 18:37

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Hey everyone. It’s been one unique January for me. I got married, went on a honeymoon and developed a game in the meantime! It was a fun experience!

The new game is called Village Looter, and it was made in a rush, 3 days before my wedding. It’s not that great right now but it has a lot of potential, and it is a project I’ll still put my hands on in the near future. You can play Village Looter as it is on Gamejolt, just click the image below to go there!

Also, I’m halting the creation of Crypts and Caves for a while: Some new twists in my life (not related to the marriage, can you believe it?) are making me work on something else. I may need to make a game for this too – which is always nice! – but for now C&C will be on hold. Being a huge fan of roguelikes, I’m sure I’ll get back to it as soon as I can.

Oh, and my portfolio is online you can check it out HERE!

Updating my relationship status!

Category:Blog news

Posted On 25-01-2010 at 15:39

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As you may already know (I don’t have many viewers in my blog anyway…) I am now a married person! I just got back from my honeymoon, the marriage was awesome – lots of friends and family! Truly an unique experience!

Anyway… I just wanted to post something this important on my blog.

I have a new game that’s already published, but I’ll tell more about it on the next post. Meanwhile, Crypts & Caves is on halt because I must prepare my portfolio.

Oh, and: ZP8WGQW5MJHY (technorati’s code).

C&C – Colored Sprites! That was quick!

Category:My Games

Posted On 06-01-2010 at 22:51

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I gotta celebrate: This is the first time I post something on the blog in such a short interval between the last one! And if you consider this period had the holidays, I believe this is a record!

This time I’m uploading the colored sprites I already worked on. I’m not showing lots of other tiles that were made to fit the corners of the maps, and there are other items already colored, but I’m not pleased with the result.

I’m very excited with this, this is one my first works with pixel-art, and I’m happy they are colorful and with a good contrast!

Right now I stopped working with the art, and I’m designing the level editor and the way the game will read the tile list to create them.

Also, I think I gotta come up with a new name: Crypts & Caves isn’t the best of names now that there are no caverns in the game!

C&C – Line Arts

Category:My Games

Posted On 28-12-2009 at 11:26

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I’m uploading the line art for some of the sprites I’ve already designed. The results are ok for now, I’ll start working on the color right away!

You can see the walls, the hero, some chests (which award you surprise items or traps), foods (a canned good and apple), a dead adventurer, which award you one of those items next to it (flares, lanterns, ropes and so on). The footprints are helpers, they appear near some items (guiding the players toward it).

I still must create the traps (darts, spikes, and pits), their helpers, and the Exit tile! The hero movement is also missing – but I’ll do it once I get the colors done!

Crypts & Caves: Exploration-arcade-roguelike!

Category:My Games

Posted On 19-12-2009 at 12:37

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I had this idea on my mind for quite sometime. Being addicted to roguelikes (most specifically Nethack and Slash-em), I always wanted to experiment on a twist of the genre, trying to make it more arcadey: Faster gameplay, great score variation and, of course,  random levels for extra replayabilty.

I got the game design ready for this, and so I thought I should post my progress around this one:

Crypts and Caves is an exploration game, where you travel a badly-lit dungeon searching for loot  while avoiding creatures and gathering equipments from the previous – now deceased – adventurers that help your quest.

I’ll be posting more about the game as it is being made. I already designed a simple “tile set editor” to avoid some common randomization problems, and the art is already under way. I intend to post all of this progressions on the next posts. I’m using the awesome Construct to put the game together, altought I think using Flash or Unity would be cooler for browser gaming! Let’s see how this one turns out!

New game: The Orb Carrier

Category:My Games

Posted On 07-11-2009 at 23:32

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I got a new game at Gamejolt! It’s called The Orb Carrier and I’ve been working on it on the past 5 days for their competition (theme: Minimal). I liked the end results, and I think I could improve it A LOT to make it a cool game. Here’s the design notes:

Nonsense story to support the gameplay:
The Orbs… The precious orbs! In this game, you are The Orb Carrier, sent to the uncharted parts of your world, trying to locate this valuable.

The game begins when you grab the orbs and must return to your base. Use the beacons that point the way back and ride your Graviship!
But you must be careful: some obstacles may damage your orbs, and they must be taken to your lab very quickly, or their energy will vanish!

Design notes:
Created for the Minimal Competition, the whole idea began when I decided I should make a one-button game. I remembered the slot car toys, where you just have the pedal, so I figured I should do something like that.

Then, I decided to use gravitation, as it would change the whole gameplay, but would keep the same mechanics of a slot car intact – if you go to fast, you may go out of track.

The orbs were added later to make sure the player had an extra care when maneuvering the ship!

More features?
Right now we have a very competitive game that’s easy to learn! I plan on adding lots of other features, including:

• Sound – I’m having a hard time trying to make the music work… But hey, I got minimal sound for the competition… get it? ;-)
• Online highscores – definetly a must!.
• More obstacles.
• Pickable orbs along the way (a nice way to improve your score).
• More levels.
• Tweaking of the physics.

How do you play it?
Really, it’s a one-button game! You hold the left mouse button to accelerate your ship, and it will follow the next beacon on the track. Once you ran into every beacon, the level is complete! Don’t miss your orbs – you lose points if you do it!

ss02

Click the image and head over to Gamejolt to download the game (7 mb) – then tell me what think!

Gigga Paletti!

Category:Board Games

Posted On 12-10-2009 at 12:41

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Today, I’ll show you one of the coolest projects I’ve ever done!

It’s the Gigga Paletti, a funkier version of the Villa Paletti, an award winning stacking game that won the Spiel de Jahres in 2002! For those who haven’t seen it before, here’s the BoardGameGeek Link. However, to fully understand it you must play it: the pieces are too colorful and at first glance the game looks like one of those childish wooden toys.

Anyway, I brought the game to work one day and, after some hesitancy, everyone played it and they were thrilled! We started to think of ways to improve the game: It shouldn’t be that tiny! To fully comprehend the greatness of designing a Paletti tower, we should make it huge!

Some sketches were made to provide a good height for the endgame: since the tower grows taller as the game progresses, we couldn’t let it become so tall we’d need stairs to finish the bulding…

So it turned into this:

The original gameThe great Gigga Paletti!

More images and a quick description of the project after the break!

(Read More)

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