Tuesday, October 21, 2014

Mothership! Kickstarter

You play as the last surviving security bot on your mothership. Your mission... is to survive!
Two independent game developers, one exhilarating game idea...and we need yourhelp bringing it to ALL platforms!!! That's right, regardless of your preferred gaming device, we don't want you to miss out on the exciting chance to get your name on the Mothership! online leaderboards.

Objective:
Mothership! is quite simple. It is a competitive side-scroller game designed to be played for short amounts of time, from 15 minutes up to an hour. The objective is to be the first on the online leaderboards!

Premise:
You play as the last surviving security bot on your mothership. Your mission... is to survive! Stay alive as long as possible, repel waves of alien attackers, and protect the mothership. Enemies attack in random formations so each play-through is a completely different experience from the previous. Try to get the highest score!

Game mechanics:
This game is different from other side-scrollers. We added a new mechanic called lane switching. Lane switching involves strategically "barrel rolling" between lanes in 3d space to evade or attack enemies, adding more depth and challenge to the game. Need weapons to help fight off enemy waves? Your in luck! Weapon crates drop randomly from destroyed enemies, creating gameplay that requires a combination of skill and luck.

Progress:
At this time Mothership! has one environment level, one player character, six different types of enemies, six different weapon upgrades, and health crates. We are currently making more levels, player characters, enemies, weapons, and crates.Mothership! already has great gameplay and beautiful artwork, but it's still not finished! We want to make the game even more interesting, so we need your help to achieve these goals! Check out the concept art of what we plan for the future ofMothership! and donate to our campaign!
Thanks for your support!
Denis Osmanbegovic (Artist)
and
Raymond Skinner (Programmer)

Please help us reach our goals!

Monday, October 6, 2014

RayCray Studio has been renamed!

We have changed the name of RayCray Studio to Defiant Prodigy Games. The blog has moved to defiantprodigy.blogspot.com

See you there!

Sunday, June 22, 2014

RayCray Portfolio

 Ray Cray Portfolio Web Player!

Unity Web Player Required
Standalone PC or Mac versions available upon request!
Youtube video coming soon!

Will be updating often, check back for more features..

Also, I am excited to announce that A Bad Trip, Ray Cray Studio's first published game, is going to be released free-to-play this summer!

Wednesday, April 16, 2014

Monday, January 27, 2014

Global Game Jam 2014 : St. Louis, MO

From January 24th at 6:00pm to January 26th at 4:00pm, game designers and hobbyists from all around the world came together and made over 4,000 games in under 48 hours! That's A LOT of games!!! I attended in the Global Game Jam at the University of Missouri St. Louis, where around 200 people participated in the global event. Just in St. Louis alone, 28 games were created. Plus, participants were provided t-shirts, snacks, drinks, and even dinner.

I arrived at the UMSL(University of Missouri St. Louis) campus around 3:45pm, and waited in line for almost 20 minutes just to sign in. Each jammer received colored stickers that corrosponded with their role. The stickers I chose were black and blue. Black for design, blue for programming and writing. Sheets were handed out with instructions and "diversifiers". Diversifiers are voluntary constraints to put on the design. Some diversifiers included: Back to the 1885, Can you Come and Play?, Honor Aaron Swartz, Rebels Learn it Better, and Hackontroller. After the 6pm keynote, when the theme "Things are not as they are, they are as you are" was announced, brainstorming groups were created.  

After the brainstorming, groups began to form. I decided, as a personal challenge, to do a project of my own. I chose to make an FPS(First Person Shooter) for the PC and Mac, that can be played in the web browser. The game is called Dark Saga. I learned a lot during the development process, and made quite a few mistakes. I honestly think I spent more time breaking and fixing the game than I did actually designing it! One of the biggest problems I had was with the network programming. It took me about 4 hours to get all the networking issues worked out, so much time wasted!

One of the most valuable lessons I learned during the jam was that i should make full backups of my project before making any big changes, because sometimes unity crashes...and when it does it can really screw up the code. Despite all my struggles, I did complete a working online multiplayer demo of the game. Which can be found at The Global Game Jam website. Enjoy!