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Presskit Smooth Operators

Published on 14 August, 2012, by in XBLIG, Xbox, XNA.

Presskit for Smooth Operators

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Screenshots from the game!

Published on 10 July, 2012, by in Uncategorized.

Please note that these are not from a release candidate.

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Simcom Corp submitted

So, finally, with a few hours to spare, i submitted Simcom Corp. to Dream Build Play. The final day was a real stretch, and sat at the computer for 18 hours. There are still a couple of features that i wanted to put in, but i didnt have the time, but the submitted version is

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Video

Published on 29 May, 2012, by in Uncategorized.

This video shows a part of the simulation going on in my game, SimCom.

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Timestaking stuff

Almost all of the graphical assets are done, and i’ve spent the weekend implementing them and replacing the placeholders. This is taking waaaay more time than i thought it would, and it feels like i’m moving along in slowmotion, which would be a good thing if it wasnt that time is actually running out. It’s

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Small update

So, the graphics are coming toghether real nice. The designer, Murry, is an excellent artist, and it shows he has great experience from making assets for games. Ill be uploading some screens later on when it’s all implemented. In the end, it turned out to be 58 folder with animations, so it’s going to take

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The magic of elevators

I must admit that when i started to code an elevator system for a building sim, i thought it would be as easy as max an hour of work. – Push the button, enter the elevator, exit on your floor. And in theory, it is very easy, especially when you only have one user of

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Still not happy

Published on 6 May, 2012, by in Uncategorized.

.. with the elevator sytem and queue system. The FIFO kind of system is working the way it should, but im getting the impression that this is not the most effecient system for an elevator. This is becoming very clear when the company has about 100 employees, and everyone wants to go home from work

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Working out some bugs

Spent the larger part of the day of straightening out some bugs, ive been dragging with and been annoyed about. Thing is, when i set out to do this game, i didnt really realise that when doing an office simulator, i actually hade to do AI for all things at the office. This is including

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Artwork from the game

Published on 3 May, 2012, by in Uncategorized.

Artwork from the game