Category Archives: Windows Phone

Three Thing Game rides again!

So, it’s that time of year again, Three Thing time.

The last competition was our first entry, we did what most first years do and missed the competition in semester 1 because we thought we weren’t good enough, My advice, which has also been said by James Croft, is to just go for it in the first year because it’s a brilliant experience.

I will also advise a few more things:


1. Maintain backups

This is extremely important, if you don’t have any experience with SVN try and learn it, if not you could use shared cloud storage like Dropbox, it is always vital to have backups when the time comes to it and it’s early in the morning and you’ve been coding for hours, accidents happen and you need to be able to recover from it, This happened to a few people last year and set them back a few hours work, which was awful for them, and their project was looking really good.


2. Keep it simple/Don’t go off course

You should try and get the core of your game as simple as possible, get that functioning well and then maybe if you have time build a little on top of that, but try not to have too many features as this will be more work, have a small amount and make sure they work.


3. Release your game

When it’s all over you should try and release your game to the world, we did and it’s had over 10k downloads on the Windows Phone Marketplace, things like that are really good for your CV.


4. Have fun

The atmosphere is a rather crazy and chaotic during the event, but try and keep it light hearted and don’t stress out, there will be a lot of other stuff going on, I remember last time seemingly constant volleys of Nerf darts flying around the room and a faux desk chair canoe down the centre of the room.


So if you are competing, enjoy it and see you there!




Deadlines, deadlines everywhere!

So coming off of the Easter break I found myself in a bit of a bad position, due to some poor scheduling and a terrible work rate I had an awful lot of work to do in not a lot of time, this is also the reason why the blog went quiet.

I’m sure most people will have been in a similar position at some point, keep on putting off that bit of work because “I can’t be bothered” or “I have plenty of time left to do it”  or some similar poor excuse, Yes it’s much easier to spend your time going to the pub, cinema etc but to put it simply going to the pub/cinema/etc isn’t going to have a positive effect on your degree scores or workload, and whats more important.

This is something I still have a problem with, heck, right now I’m putting off revision to write this blog post (somewhat ironic), and the only way I’m going to change is through a significant attitude switch, and I hope that this recent experience is enough to do it.

I did end up getting all of my work done on time, but that wasn’t without over a week of solid work and a weekend of coding like hell, It was not a pleasant experience and I hope not to have to go through it again. I will from now on be trying to change and I will write blog posts on what I’ve found to be the most helpful for me.

Russ out!

Shear Carnage surpasses 2,000 downloads!

I hope Alex doesn't notice the lack of a shadow in this logo...

As the title suggests Shear Carnage, the game made by Me, Alex Rodgers and John van Rij has surpasses 2,000 dowloads and is currently sitting at 2,248 with over 1,000 of those coming solely from the UK, which is awesome.

Thanks again everyone for downloading the game, hope you are enjoying it! =D

Russ out!

Sorry it’s been a while & other big news!


As the title will suggest, I’m sorry it’s been a while, been a very very busy month so lets try and break it down a bit. I’ll do a few blog post’s over the coming days to get back up to speed with the last month. But I will try and space them out a little bit as to not flood you. there may be a few depending on how i’m feeling (read: tired/busy/pre-disposed).

So, yeah, it should be an interesting few weeks to be sure, now on to that big news:

Shear Carnage has just surpassed 1,600 downloads.

Yep, that’s a nice little number and more than I could have hoped for and I thank every single person who has downloaded it, I’m so grateful to you all and hope you have fun with the game.

We have been a bit quiet about it recently and that is mostly because of the amount of work we all have had recently, but we have been discussing where to go now and we are planning a few things for the near future which I think its safe to say we are excited for, so watch this space!

That’s about it for this post, See you soon hopefully!

what I’m planning on covering in the coming blog posts include the teasered Joe Bonamassa gig I went to, a fair amount of university work and an unfortunate convergence of deadlines and finally some of my recent experience with my computer to do with the game of a certain caped crusader which may or may not have been enraging enough for me to want to write a blog post about it.

So there’s all that to look forward too! =D

Russ out!

A sheer awesome weekend that resulted in…. Shear Carnage!

I hope Alex doesn't notice the lack of a shadow in this logo...

It Has a logo and everything!

So this weekend Me, John and Alex took part in “Three Thing Game”. This is a Game Development competition ran at The University of Hull, the competition is held over a week with the main focus being on a 24 hour mammoth development session on Saturday.

Our Three "Things" after the auction.

We started the week with a “Three Thing Auction” in this auction each team had 530 “money” to bid on the “things” that they wanted, we took a somewhat brave course of action and bid all our money on the first “blank” thing that came up, this mean that we  could choose one of the things that our game was based on, In our minds this basically reduced the amount of things we needed to fit to 2, rather luckily we got “firework” and “high dive” as the other two things. Pretty much straight from that point we had the idea for a game based around the old school game “Missile Command” this pretty well fit our things well, our blank turned into “Sheep” pretty soon after and from then on we we just had to worry about implementation.

Actively working to dispel the programming in a darkly lit room myth.

The first Dev session.

The game is about destroying an onslaught of sheep that are trying to eat your grass (the last remaining grass in the post-apocalyptic-sheep ravaged world no less) using fireworks. There will be plenty of blood, I can assure you.

We started development with pretty much a day of work over at John’s house where we worked out what we wanted to do and the best way we should do it, and then we gave out tasks for each of us to do and got busy, The logo above was done that first day. Through out the week work continued and going into the 24 hour session we had (the extremely helpful) Particle Emitter, Firework Control and sheep movement functioning in some capacity within the game, Just needed to finalize the base game and then working on making it feel good.

Then came an awesome 24 hours filled with lots of hilarity provided by Danny, Rob and Nick, lots of Pizza and an awesome atmosphere provided by everyone involved!

That little Netbook is surprisingly powerful

My humble setup.

Much of the final game went in during the final hours including A lot of art assets, sound, Power-ups (a laser that acts as a barrier to protect your grass, and a rapid fire mode that increases firework fire speed for five seconds), Social Network integration and a host of other great stuff.

John's mammoth setup!

At 9:30am on Sunday the contest finished and judging began, after we had been judged we took a chance to go and take a look at a few of the other great entries (Sorry we didn’t get to everyone!). Soon after this we where informed we had made it to the final 9 (of 33), this made me (and the other guys i’m sure) feel ecstatic. We had a lot of the other teams play our game and we had an awful lot of compliments which was brilliant, in the final 9 we made a 5 minute presentation to the judges and (to most) of the rest of the participants about our game. This was incredibly nerve-racking as I’m truly terrible at public speaking and presentations, but thankfully Alex and John took over and pulled off an excellent presentation.

makes mine look like a toy.

Alex's trooper of a machine.

Then came a short (it felt like years) deliberation period by the judges, and after that they came back and the top three were announced,

We came second!

This was brilliant,  I’t was much better than my wildest dreams and is something I can use as motivation for  a long time to come!

Our game came second to a beautiful and imaginative game by an incredible duo of Christophe and Rob or “The Infamous Two Sirs”,

The games were judged by a panel mostly from the University, but there was Stuart Lovegrove of SCE Studio Liverpool . A developer from the industry who has worked on titles such as the Wipeout franchise and some of the FIFA games to mention a few, he (and the other judges) said that they loved our game and just wanted to play it again. To have a seasoned industry professional and members of the Computer Science teaching faculty say they loved your game is a brilliant feeling to say the least.

So a truly awesome weekend I must say, I just can’t wait for the next Three Thing Game now though! also sleep is highly underrated.

We hope to have Shear Carnage up on the Windows Phone Marketplace soon.

%d bloggers like this: