A few weeks ago Guerilla Tea took part in the Global Game Jam 2016. The end result of...
The game functions as a 3 player, cross platform multiplayer game, which uses the concept of a dead man’s switch to create some frantic gameplay.
The game’s setting is an underground bunker, which we gave a sinister & unsettling appearance.
Each player takes on a different role within the game:
As the hero you’ll play on PC (also with VR support), and from a first person perspective navigate through the underground bunker. The objective is to find your way to a room containing a broken piece of machinery, fix it, and then quickly return to your starting position to press the dead man’s switch within a time limit.
As the navigator you’ll use a tablet device, and see a map of the bunker with all relevant points of interest marked. It’s your job to speak to the Hero, giving them directions to get the machine fixed, and then back to the dead man’s switch in time.
As the villain you’ll also use a tablet device, and your job is to stop the other two from accomplishing their goal. You have a handful of tricks at your disposal to impede. You can turn off lights, seal doors and block communication…
It was an ambitious game to try to put together at a game jam, but after a monumental effort from art and code it all came together incredibly well. The gameplay system worked as intended; fast paced a good synergy between the different roles.
Another successful GGJ!
The Global Game Jam 2015 is over for another year and it’s genuinely been the most en...
The Global Game Jam 2015 is over for another year and it’s genuinely been the most enjoyable jam we’ve attended yet.
With the office equipment boxed up and moved temporarily to Abertay University, and the core dev team stocked up on a range of healthy snacks and caffeinated beverages, the 48 hour game making marathon began.
The theme of this game jam: “What do we do now?”
This opened up a lot of possibilities and we set about on our normal brainstorming process, although in the end we decided to do something a little different…
Instead of taking the theme and trying to fit a game concept around it, we decided to literally apply the theme to the process of building the game.
Firstly, Brian quickly hacked together a random word generator, primed with a long list of words established during the usual brainstorming session. Every two hours it produced a word telling us what we do now, so that’s the jam theme covered in a nutshell!
Art and code then set about building something which related to the word, and spent some time putting it all together into a coherent whole.
During the 48 hours, the words we had to work with were Nature, Klein Bottle, Window, Mountains, Misery, Cookie, Camera, Blue, Survival, Lever.
Admittedly, ‘nature’ was a good starting point, so we put together a lush environment, but after that it essentially it became a video game interpretation of dada…
We ended up with a random Klein Bottle…
A UniPig… The ability to ride a critter that’s a cross between a Unicorn and a Pig.
And a Mountain Launcher… Yes, a gun that shoots mountains!
And many other weird and wonderful things.
The reason this particular jam was so enjoyable was down to the process. Although we got a strange mash together of different objects and gameplay, the fact that every few hours there was a completely new problem to solve kept the team interested.
The game itself assumed the title ‘What have we done!’, and it’s something that could never really have been made if it’d been pre-planned in the normal way, even if we’d tried to go as crazy as possible with ideas.
It’s easily our most trippy experience to date, and with the Oculus it’s just a little insane…