Village Vampire Feast

Spoooooooky times ahead!

You’re a vampire and you’ve just come to this village, looking to feed off the local populace and survive as long as you can. Avoid the police’s bullets and create a vampire army to help distract the authorities, but make sure you leave yourself enough to eat!

RULES:
Scoring:
– For each living person (cop or citizen) you eat, you get 100 points, plus a 50% health regeneration
– For each second you stay alive, you get 10 points
– You do not get points or health for eating vampires

Interactions:
– Press X to eat (drain the blood of) a living person or a vampire
– Press C to convert citizens or cops into vampires
– If citizens are close to the site of a vampire (yours or another vampire’s) execution, one will be stirred to justice and become a cop
– Cops will chase and shoot at other vampires if they’re close
– If vampires are hungry, they will eat cops or citizens when they meet them
– Every 15 seconds you stay alive, a new citizen will move into town
– Sometimes when a male and female citizen meet, they will have a new citizen! It’s important to leave some citizens alive so they’ll create new citizens and leave you with a supply of food

This version of the game is from 2018 and updates visuals, gamepad support, and music. Features the track “Disco is Undead” by FoxSynergy.

There is an original 2012 legacy version available here.

[Blog] Moore-Tech 2000 in 1996

Some time next month, I’m going to release Caverns of Khron, my biggest game project to date.  A few months ago, I found a folder in my filing cabinet titled “Miscellaneous Game Development,” containing dozens of pages I wrote and drew between 1996 and 1999.  Until I’d found this, I’d basically forgotten about all the games I’d made and planned before I started making ZZT games in 1997.  I’d actually been designing games on paper since about 1990, though I didn’t have any kind of computer till 1994.  I never learned C++ or any other “real” programming languages save for a very rudimentary knowledge of QBASIC that only equipped me for the simplest text adventures.  So, if you’re interested, you’re welcome to join me on a nostalgic, navel-gazing trip through what I thought about making video games before I even knew how.

My cousin Steven introduced me to QBASIC in the mid-nineties, and it was simple enough that I thought I could write a couple small programs.  I never actually spent much time with text adventures like Zork (I loved Return to Zork, but couldn’t get my hands on an actual copy of the Zork trilogy until like 1998), but I was in love with the idea, and had played around with a couple MOOs and MUDs, more interested in the promise than any execution of the idea I’d actually seen.  Before long, I’d programmed a virtual room-by-room tour of my house–called “My House”–which forever cemented in my mind the cardinal directional layout of Pocatello, Idaho.  This and other games would be “published” under a “label” called “Moore-Tech 2000,” and I’d hang this sign on my door:

Please note that this sign only ever hung on my bedroom door on the inside of my family’s house.  The prices listed were the fees I wanted to charge my two younger sisters to give them copies of these games on their own floppy disks.  It was an evolution of when I tried to sell my sisters and cousins the Nintendo fanfiction I’d write and illustrate, bound in construction paper when I was about nine-years-old.  I also offered customized games for the low price of only 75 cents to $1.75.  I don’t believe I ever made a cent from any of my games, and rightly so.  Eventually, I just tried to get my sisters to play them.

Of the games listed, very few without the checkboxes ever were finished.  “Text Color” simply changed the color of the MS-DOS text interface.  “Pilgrim Hunter” was a text game where the player searched a square field square by square for a turkey to shoot, like a festive, unchallenging “Hunt the Wumpus.” I also apparently finished something called “J.C.,” but I have no idea what that might have been.  I seem to have been planning something called “Aquaria,” and considering my then-interests, it surely involved mermaids.

Sadly, I finally disposed of my 486 PC last year, which had what I’m sure were the only remaining copies of all the games I worked on, including the first game I ever published, “UFO Invasion,” a QBASIC text adventure uploaded to AOL and co-written with my friend Caleb.  I also once had extensive pages of planning for the sequel, which I intended to be a Wolfenstein-like FPS.  Also there was another collaboration with Caleb, a Christmas-themed game called “The Reindeer Riots,” though I can’t remember for the life of me what actually happened in it.

“Magic Learner” is the one for which I have the most documents still and was the first game I intended to be released in the world of “Khron,” a text adventure with a magic casting system and a fair amount of open exploration, to be later paired with a game called “Power Quest” which would be a text adventure with an action and strength orientation.  I’d written some amount of lore for the games’ story world, and even drew maps.  Below is a map of the game world and a modified one broken up into a navigable grid for use in the game.

 

Of course, these papers are what inspired me to name my current game “Caverns of Khron” (before that, it was called “Ruins of Bufannei,” a contraction of “Bullshit Fantasy Name”).  If you’re worried about Khron canon, understand that the game actually takes place in Greschden Caverns, but the game doesn’t bear that name because it sounds stupid.

Note the copyright date on the map.  The world of Khron existed contemporarily with our own, but with a 1,960 year date offset.  P.D., I assume, once meant something.

I’d begun a Halloween-themed horror adventure game called “Mansion,” where the player explores a large mansion during a Halloween party to discover dark secrets.

 

This game eventually evolved into “Jack O’Lantern,” which began life as a text adventure, and I distinctly remember drawing this map for it in my ninth grade speech class:

In 1997, I learned about ZZT, and found it a more attractive design platform.  I actually adapted this design pretty faithfully into a ZZT game that I published.

In those days, all my ZZT designs happened on paper before they happened onscreen. I have pages and pages of ZZT-OOP code for games like the unfinished “Bob 3: The Amazon Adventure” and “Zem! X” which I began work on in 1998 and didn’t finish until 2002.

 

With my early ZZT games, I employed a “star” system like Tezuka Osamu’s, featuring recurring characters playing different parts in each story.  It was silly, but I was in love with the idea.  In the “Zem! X” paper, I love where I drew a picture explaining to myself what I saw in my mind and how I had to express it with ASCII characters.

My ambition was not limited to what I could conceivably produce at the time, of course.  What I wanted to make followed my interests, which in the mid-nineties became largely focused on real-time strategy games.  I have about a dozen pages of notes for “Medieval” and its expansion “Medieval Quests,” featuring a total of five factions, with unique units and campaigns.

I also possessed a strange, obsessed fascination with LCD games, and went as far as to plan the screens for half a dozen games on paper. One of these, “Mythical Commander” (left) was an intended LCD real-time strategy game. “Blif the Blot” (right) was a mascot platformer that had a secret versus mode.

 

Beginning in my later teenage years, I fell in love with the link cable racing game included in Super Mario Bros. DX for the Game Boy Color, and plotted an intricate expansion of the game called Super Mario Arena, featuring a character roster with different abilities, power-ups, and a greater focus on competitive combat. I possessed some vain hope that Nintendo would somehow find out about my plans and accept my pencil drawings as the design document for a million-seller Game Boy Color game and a long career in making video games.

I continued to make ZZT games and began playing around with Megazeux.  Eventually, I became more interested in filmmaking than my once-intended career of glamorous, professional video game development and programming.  I kept my toes wet, working on a graphic adventure game and an online RPG fighter with my cousin, though neither project came to full fruition, and I only advised design and worked on graphics.  I wonder what would’ve happened if instead of ZZT, someone had handed me a copy of Klik N’ Play (I saw it in software catalogs, and after it I lusted), or if Game Maker had come into my life a decade before it did.

I’m going up to my mother’s house in a couple weekends.  I’m hoping to dig up some more of these kinds of papers.  I have a vague dream about picking up one of the other game concepts I know I had once upon a time and seeing if I can’t bring it to life with what I know now, just to fulfill my 13-year-old self’s dreams on some level.  It’s been somewhat inspiring to examine what I used to think about games, see where I’m similar, and see where I’m the same.

And at the very least, the 16-years-in-the-making Khron world of games will finally see the light.

Caverns of Khron (2012)

Shellmar’s Shellulous Journey

  

Guide Shellmar the blue turtle through the perilous blue caves in search of treasure!

Shellmar has the special ability to repel bullets by holding his shell over his head. Shellmar is not very strong, though, and this soon wears him out, so he can only hold his shell over his head while standing on the ground and for only one second at a time.

CONTROLS:

Left/right: Move
Down: Cover Shellmar with shell
X: Jump

F4: Toggle fullscreen
Esc: Quit
F9: Take screenshot

Pirate Kart V Highlights: Volume 1

I’ve now written ad nauseum about my own Pirate Kart V games, so I’d like to turn the spotlight to a number of excellent contributions by others.  Among the 1,027 games in the Kart, I confess I’ve only played somewhere around 300 to 400 of them, so this can by no means be comprehensive (and these are just ten of twenty-five I plan to do small write-ups about; I’ll be doing a follow up or two with additional games I don’t get to in this post, and others I discover later).  I’d strongly recommend you download the Pirate Kart launcher and browse around at random, looking for new, exciting, and hilarious things, an addition to playing what I recommend below.  And also to make your own game at the next event at Glorious Trainwrecks (there are two to four events per month and I try to participate as often as I can!).

These games are presented in a more or less arbitrary order.  I mean no insult to anyone whose games I don’t feature.  Every game in the Kart is valuable because, and everyone should have their game played.  But I wanted to share some of my favorites.

Dark Scorcerer by Ryleigh Kostash

There are a lot of things I like about Ryleigh Kostash‘s Dark Scorcerer.  The player character is a dark sorcerer (or, I suppose, scorcerer) whose magic bullets grow and gain in power as they travel across the screen.  You have to dodge the knights as you attempt to kill them.  The knights give you points, but also drop multiplier mods you have to pick up to stack onto your existing modifier, which quickly balloons into a gigantic number.  And if that number hits you, you also die.  It’s a game about navigating space and manipulating numbers with a natural, somewhat comical difficulty curve.  It also just feels really good to play.

Win Condition by Hugs

This game borrows heavily from the last screens of The Legend of Zelda for an enjoyable exploration of how video games can end.  There are, I believe, five different endings, though I’ve only reached four.  Find as many as you can.  The game’s cheeky as hell, and has a splendid sense of humor, and feels like a pretty good approximation of Zelda‘s core mechanics to boot.

I won’t give you any more than that, because it’s largely about the joy of discovery.  I’ve perhaps already revealed too much.

Action Figure Fighter by Kirkjerk

A brilliantly simple and utterly adorable idea.  A mashup of arcade fighting games and that box full of action figures from your childhood.  Its aesthetic is simple, and totally pitch perfect.

Also strongly recommended is another Kirkjerk entry into Pirate Kart V, DinoBeeBoxer.

Absolute Chaos Dog by Yuliy

Balance your physical need of food, obtainable by obediently performing the tricks your human overlords request of you, against your desire to achieve chaos and anarchy, accomplished by rebelling against those same demands, in your desire to become the Absolute Chaos Dog.  The game’s input is smart and unique, and the tone of the presentation is really fun.  The game has three endings, but only one allows you to achieve the status of Absolute Chaos Dog.

Rapid Fire Your Hookshot to Glory and Death by Damian Sommer

An alteration of Sommer’s own Context Insensitive, this works very well as its own, standalone, fast-pace single screen platformer.  The hookshot mechanic is used to navigate very narrow spiky passages and impossibly long jumps.  It feels tight and its aesthetic is great.  A lot of fun.

Famous Author Series by Chris Whitman

Chris Whitman made two games in his “Famous Authors” series and a making-of in the same style featuring himself making the game.  He uses them as a good platform for some good comedy both about his subjects and game inputs.

Franz Kafka
Marcel Proust
Making of

Realistic Female First-Person Shooter by Anna Anthropy

Adapted from a gallingly sexist post by some men’s right forum poster named XTC, Anthropy executes a ridiculous concept brilliantly in the best kind of mockery.

I also gotta say, too, I’m kind of in love with how this game looks.  Anthropy is really excellent with her video game visuals.

Super Thwomp Bros. by Dock

I’ve got a serious soft spot for games that put you in the shoes of the enemy.  I’ve also got a particular fondness for doing that with enemies from the Mario series (and I’ve done it myself in my game Hammer Bro.!, though you didn’t have to kill Mario in that game).  Playing with how a different character in a familiar world plays is a fun experiment.  This game is, of course, much like the excellent Spike: A Love Story, albeit much cuter and shorter.

PepsiMan Generations by Topher Florence

With such a relentlessly, garishly hip aesthetic (everyone and their Coke can in sunglasses, wild Spring Break cam), a feverish confusion of the same things (the game is called PepsiMan Generations, stars a Coke Can, and the executable is called drpepper.exe) and some seriously wacky but precise controls, this is some modern pop art masterpiece.

But could we expect any less from DocFuture?

Pirate Kart Post-Mortem [Part 3 of 3]

The months pass quickly!  Having not written this yet, I feel like my hands are somewhat tied on writing other things for my blog.  This last installment isn’t as detailed as my previous installments, I’m afraid, but nevertheless, it was fun to reminisce about some of these games, some of which I’d almost forgotten I’d made.

Watch this space in the next few days as I announce where a few other, larger game projects are in development, and in the near future where I recommend a host of other people’s Pirate Kart games.

17. My Pet Thing

This is the game I probably spent the least or second least amount of time on.  This was another request from the Kickstarter funders, and the request was this:

a game about taking care of a virtual pet and dressing it up and decorating its home

A virtual pet game!  I haven’t thought much about virtual pets since I had a little dog in a watch I kept on my nightstand in junior high.  My original ambitions were a bit lofty, but once I had the drawing of the thing (drawn directly into Game Maker’s sprite editor by mouse), I knew the tone this thing would take.  There aren’t that many things to click on, and your pet can never die (though it can sit in its own filth for a while), but I had fun putting this senseless, silly thing together.

18. Andrew W.K.’s Passage

Parodies of Jason Rohrer’s Passage are a Glorious Trainwrecks and Pirate Kart tradition by now, with numerous “sequels” and retoolings populating the fifth Pirate Kart alone.  Some have you playing 8 Passages at the same time, turn the slow aging mechanic of the game into a race to death, or make the player character into a literal piece of shit.  Sergio Cornaga put out one of the best Pirate Kart games in Passagebalt, injecting Passage into Canabalt.

Mine amounts to a pretty simple joke in the titular lyric from Andrew W.K.’s “We’re Not Gunna Get Old.”  It was fun rendering Andrew W.K. (whose music I listened to constantly throughout the Kart) in Rohrerized pixel form.

19. 101-in-1 Amaze-o-Kart!

Stemming from an IRC chatroom conversation with Effbee and others, I wanted to make a multi-kart to stuff into the multi-kart, upping the total number of Pirate Kart games by 100.  Effbee had done something similar for the second Pirate Kart with his 999,998-in-1 cart, the product of actual randomization, I believe.  For this one, I built a handful of quick, basic levels and made all the objects reskin by certain variables set in the multicart menu.  I recycled most of the game graphics and mechanics from elsewhere (getting enemies from games like Holiday Penguin Mania X, bringing in the player characters of Ghost Witch and Bulb Boy, and borrowing the levers from the in development Caverns of Khron), but this took forever.  Most of what took forever was coming up with 101 unique names for the games in the cart, and then setting the 4 variables that differentiated them.

All for a little joke.  But in making the joke, I made the closest thing to a Donkey Kong ’94-style platformer, which was something I’d been aiming for all throughout.

20. ChickenFall: ChickenCatch: Friend’s Edition

If only I’d come up with another game in the ChickenFall franchise, we could’ve had titles four layers deep!

Basically, this was a quickly put together game to up the total game count.  I didn’t change much from the way the first game worked, save for inputs.  I think I even left the phase progression alone.

That said, turning this into a two-player game (like Koi Puncher before it) may actually make this a more interesting game.  It’s always fun to play with your friends!

21. Witch Sisters in Lava Dungeon Rescue

For the last few months, I’ve been thinking a lot about multiplayer games where the players have different abilities.  I knew I wanted to make a game like that in the weeks following the Pirate Kart V weekend.  My initial concept was a Space Invaders-inspired game where players had to keep each other alive, one controlling a gun turret shooting airborne threats with the mouse, and the other protecting the turret from earthbound enemies with melee attacks.  But then I had the two witch sprites from the 101-in-1 Amaze-o-Kart, and, with Solomon’s Key 2: Fire ‘n’ Ice in mind, thought I had what could be a real interesting game, one where one player can shoot missiles, and the other can create blocks.

I’d also been wanting to make another splitscreen co-op platformer, after my Vector the Crocodile fangame, Vector Bros. the Crocodiles Escape the Warehouse.  I used a lot of what I learned from that game in this.

It’s not a bad idea, but it’s one that deserves more attention and better level design than I gave it here.  This is something of an awkward failure, I’m afraid.  But it’s one I’m often thinking about how to retool and make better.

22. Tales of Whales

Some time during the Pirate Kart festivities, I went crazy over Nintendo’s Game & Watch Gallery series, which had been the primary occupants of my Game Boy Color back in high school.  I became interested in doing more survival score attack games, and wanted to try my hand at a simple platformer.  I took my aesthetic cues from one of my favorite visual designs for an NES stage, world 4-2 of Super Mario Bros. 2 (USA).  The game may get too difficult too quickly, and I wonder if having the seagulls running into the player being instant death was really the correct choice, but I think I balanced the whale motions pretty well, and succeeded in creating a game that’s fairly charming to look at.

23. Boulder Defender

I really enjoyed the visual style I employed for Tales of Whales, and the next day, I played a fair bit of Tim Rogers and company’s Ziggurat.  This was the result.  It plays like a simplified Zigguart mashed up with a tower defense game.  The game originally had an old West theme, but a medieval setting just made that much more sense.  One of my favorite things about doing it was that as the game progresses and the player makes mistakes, the tower’s shape changes and the player has to adjust his or her perspective.  Which is surprisingly intuitive.

This is on my list of games to return to to polish up, retool, and possibly try to get some attention for.  If I could get this onto mobile platforms and tweak some things like enemy types, I think it might not be a half bad diversion.

24. Duel in Concert: Piano Man X Tambourine Man

Some days you walk into your apartment, find yourself singing Billy Joel’s “Piano Man,” and then 90 minutes later, this appears.  I actually built this on top of Boulder Defender and Tales of Whales in ways other than the visuals, but that’s probably basically invisible.  I don’t do a lot of games with mouse control, so that was fun to play with.

This game.  It’s really silly.

I was racing to make this the thousandth game in the Pirate Kart, but at 50 megs, it just took too long to upload.  Alas.

25. Bulb Boy Infinity

I was watching the live stream of people playing the Pirate Kart on the floor at GDC with only a few minutes left before GDC Play closed.  I realized I had just enough time to slap together one final game.  I did a quick edit of my The Adventures of Bulb Boy platformer to make it a survival score attack game.  It’s not a terrible idea, but the hasty schedule resulted in a level that’s far from ideal for what this game is.

Still, I got to watch Glorious Trainwrecks founder Jeremy “SpindleyQ” Penner play it as the last Kart game finished during GDC.  That was a pretty satisfying end to a wonderful journey into creative experimentation and, as it turned out, relative exhaustion.

Thanks for reading these!  If you have any feedback, please be sure to share.

ZZINFILTRé

  

A single-board action game and my first ZZT game in nearly a decade. Having largely spent my ZZT energies on engine games like Zem!, this was my attempt to make a ZZT game using the built-in objects more or less as intended and with little object programming. This was made for the Glorious Weekend of ZZT Blitzkrieg-a-thon! in 2012, an event I organized at Glorious Trainwrecks. Heavily inspired by HM’s (much superior) ZZT classic Castle/ZZT.