Friday, August 18, 2006
New Version of Word Shake Out Now
This updated version includes a number of new new features such as eight trophies of achievement, an enhanced save system and an updated word list.
You can download the new version from Oberon Games right now.
Saturday, July 15, 2006
Halloween Harry's 21st Anniversary

It's hard to believe it, but Halloween Harry turned 21 this year!
When I made the first Halloween Harry game all those years ago I had no idea that I'd be still making video games 21 years later. But here I am, so I figured I'd give you a little insight into the creation of the first game and follow up with some more entries on the other games later.
Most people remember the PC version of Harry released by Apogee back in 1993 but the very first game was made on the Microbee computer in 1985. The Microbee was probably the only Australian made computer system - sort of like a Commodore 64 but with a Z80 processor and no color. Still, the Microbee was sold to local schools and was a popular educational and home computer both in Australia and Sweden.
I wrote my first game called Chilly Willy (a Pengo clone) in 1984 during my high school Christmas vacation. I sent the finished game off to Honeysoft, the software arm of Microbee and they accepted it for publication. I was so happy that I sold a game that during my next Christmas vacation I set out to create a completely original game.
Inspired by Ghostbusters, the game was set in the 21st century and featured Harry, a Ghost Hunter, facing off against all sorts of evil across 13 levels. Essentially it was a platform shooter with some puzzle solving elements - set on a single screen. But rather than explain the back story, why not read the actual in game instructions that appeared on the start screen:
As Halloween Harry, a fearless ghost-hunter, you have been assigned to destroy an evil witch that has taken over a 13 room building. You do this by collecting the magic item in each room, then escape through a mystical door.
There are 12 items to collect, ranging from a broom in room 1 to a cauldron in room 12. When all the items are collected you must confront the witch in the 13th room. The witch is protected by a magical barrier, so you must collect a padlock and a key (in any order) so that her defence is broken down...
Once exposed you may zap the witch with your trusty garlic-blaster laser gun, (which has 13 shots). 3 additional shots may be obtained by grabbing the bonus garlic. To make your task difficult, the witch has summoned up various ghosts and ghouls, as well as the dreaded dropjaws and zombie hands to destroy you!
Don't forget there's a time limit. It can be extended by the magic hourglass that appears when time is low.
Notice how I explained everything up front, even the ending of the game. Mystery and self-discovery wasn't something I had learnt in school at that point.

Each level had a different name, which was related to the special item you'd find in that room - and here they are:
- Magic Broomstick Closet
- Witches' Hat Room
- The Enchanted Chalice
- Pumpkin-Pie Room
- The Wizard's Library
- The Magic-Potion Pantry
- The Room of Wax
- Black Cat's Cavern
- The Crystal Ballroom
- Grandfather's Clockroom
- Yoric's Bedroom
- The Witch's Cauldron Room
- The Bewitching Hour
I also used a simple sound editor to make really crude white noise effects that I used for monster and weapon sounds.
All up I spent around six weeks on Halloween Harry before I thought it was ready to ship. I saved the game to tape and sent it off to Honeysoft who happily signed it up. Then I spent the rest of the holidays hanging out with my friends doing regular kid stuff like swimming in the local river, riding my bike and exploring the local bush.
I had a ball making the game - spending late nights as a computer nerd cutting code while my parents shook their heads wondering what on Earth it was that I was doing. Even though I sold a game the year before I don't think they really quite "got it".
Making games was such an otherworldy concept back then that I didn't even talk about it amongst my school mates. How times have changed!
Anyway, I'm proud to have created something that has lasted the test of time and is circulating around the interweb in some form or other. Happy 21st birthday Harry.
Saturday, June 10, 2006
GO 3
Sunday, April 23, 2006
Supa Nova Day 2
Well Supanova has wrapped and what a weekend it was.
I didn’t get much of a chance to check out the non-gaming side of things, but I did see some cool comics and toys during my brief walk around the expo.
One of the highlights of the day was attending Tommy Tallarico’s talk. I assumed it was going to be all about Video Games Live but he actually talked about so much other cool gaming stuff - including his thoughts on the next generation of games hardware. It was a really inspiring talk and he took time out to encourage people wanting to get into the games industry with some great advice. I was impressed with how approachable he was for a guy with such an awesome gaming pedigree.
The other highlights of the day included the concept art talk by Milenko Tjunik, Milenko is one of the concept artists on Destroy All Humans! 2 and he spoke about his art influences and gave some good advice to aspiring artists.
QANTM and Griffith University both gave advice on how to get into games, with Griffith focusing on games animation.
Lach Creagh, the other DAH! 2 concept artist and lead animator gave a great talk on animating for games. He showed off lots of examples of character animation and had heaps of useful animation tips. In fact I learned so much in the 30 minutes he spoke that it should have been compulsory attendance for designers and programmers.
I hosted the “All About Game Design” panel and along with the audience got to ask a series of designers some hard-hitting questions. The panel consisted of Craig Duturbure from THQ, Arash Mohebbi from Pandemic Studios, Penny Sweetser from Creative Assembly and Joseph Hewitt from Auran. Each of these designers has worked on a variety of games on different platforms and in different genres.
The rest of the afternoon was taken up with the 2nd Game Trivia Quiz. Again, the game developers just won the day despite their atrocious skills in Mario Kart on the N64. But the five audience members did an awesome job in answering some tough questions and kicked ass in Mario Kart.
And finally, we concluded the day with the prize draws. The passport competition winner scored 21 games and other collectable swag, and the Art Competition winners each won a pack of cool games.
Each Queensland games company did an awesome job contributing to the prize packs with loads of Xbox, PS2, PC and Nintendo DS games up for grabs - so a big thanks to THQ, Pandemic, Auran, Krome, Halfbrick, Creative Assembly, Fuzzy Eyes and Dimsdale and Kreozot (sorry if I missed anyone).
Oh, and a big thanks to all the people who took time out of their weekend to man the Pandemic stand - Christie, Mick, Andy, Shane, Kirsten, Kieran, Ben, Peter, Mark and Rob - great work.
Hopefully next year will be just as good.
Saturday, April 22, 2006
Supanova Day 1
For those of you who don’t know what Supanova is, it’s a pop culture expo featuring comics, sci-fi movies, fantasy, anime, collectable cards and for the first big time this year, video games.
Some of the guests included Summer Glau from Serenity, Richard Taylor from Weta, Tommy Tallarico from Video Games Live and John Schneider from Smallville and The Dukes of Hazzard.
This year was the first time that Queensland game developers joined forces to show off their stuff. Pandemic Studios, THQ, Creative Assembly, Auran, Halfbrick, Fuzzy Eyes, Krome, Griffith University and QANTM all had booths at the show. And there was also representation from Dimsdale & Kreozot, Gridwerx, KaWoW, Wildfire Studios and the IGDA.
I was on the Pandemic booth for the first three hours of the show and we had so many people drop by it was just insane trying to keep up.
One of the big things that we’re achieving from being at Supanova is educating people about how big and successful the Queensland games industry is. So many people were unaware that killer games like Destroy All Humans! and Total War were made here - but not anymore.
So, on to the highlights!
The “Passport” competition was extremely popular. The rules were simple - get a stamp from each of the 10 booths at the show to enter a draw to win a bundle of 21 games donated by local developers. The pack included Destroy All Humans!, Full Spectrum Warrior, Mercenaries, Total War, Spongebob, Trainz and more.
Shainiel Deo of Halfbrick spoke about making games for handheld platforms.
Leanne Taylor of Pandemic Studios gave a talk on writing for games. She’s been working on Destroy All Humans! 2 and gave some insight into why writing for games is different to writing novels.
Tommy Tallarico was showing off cool footage of Video Games Live, a great event that will be coming to Australia this year.
The concept art competition was a huge success with dozens of entries in all age categories. The winning entries were judged by artists from Pandemic Studios, THQ and Creative Assembly and each received a cool prize pack of games. The ultimate winner got an extra special prize - time with one of Destroy All Humans! 2 concept artists to learn the secrets of the trade.
The afternoon also saw the Developers vs. The Audience video game quiz in which members of Pandemic, Auran, Krome, Creative Assembly and Halfbrick battled it out with audience members in a game of Mario Kart and some video game trivia. It was a close call, but the developers won by a single point! We knew the color of all of Pacman’s ghosts. But we sucked at Mario Kart.
Well, tomorrow is another big day. We have a designer panel, a discussion on game audio, how to get into games talsk, as well as presentations from concept artists and animators. Plus we have day 2 of the Concept Art competition and the Games Trivia Quiz.
Should be awesome!
