Tuesday, January 27, 2015



Defiant Prodigy is proud to announce that a demo of our game Insane Off-Road is available, and we are running a kickstarter campaign to earn $1,200 so that we can push this game to completion.  Please help us finish our game by donating, $1 gets you a copy of the game! Thanks!!



Insane Off-Road KickStarter

Insane Off-Road Free Version Beta 0.01a Download

Wednesday, October 8, 2014

ScatterJam Adventure

Wow, what a crazy and awesome weekend!  We drove to St. Louis Friday night to the opening ceremony of the St. Louis Scatter Jam. It was a great atmosphere and over 130 people signed up for this St. Louis game developer event. It started with live video game music by Fat Bard, then a Keynote by the guys at Butterscotch Shenanigans, and finally the theme was announced.

FENCE and/or SPRING

At first I thought, "what a silly theme"...but it spawned the coolest Idea for a game. Auto-Fencing! We had this grandiose idea, a 3d car game with a twist.  The cars would fence...to the death.  Of course since they were to "fence" they needed some kind of melee weapon, in which they could use to defeat their opponents. My partner Anthony went to work on the 3d models, and I left for Indianapolis to attend my sisters wedding...

Keep in mind, the clock is ticking.

...Anthony questioned me, but no no there is no problem, this is my fourth jam it will be a breeze!  Had I known I would bite those words, they would not have ever left my lips.  My Sister's wedding was absolutely amazing, we had cake, drinks - couldn't have been a better celebration.  About 20 hours into the Jam, Anthony was in St. Louis whipping up as many models as he can, I was about to fall asleep at my sister's wedding reception. The only thing I had contributed to the game at this point was Ideas, and a little pseudo-code.

After the reception I tried to sleep in the car, but with no avail.  I arrived back in the St. Louis area around midnight, 14 hours until the game was due.  I was absolutely exhausted, I hadn't gotten much sleep over the weekend and still no progress on the programming side of things. I went inside, set up my computer, and started hashing out code like it was the end of the world!  Anthony was doubtful, and although I  had my doubts as well, I reassured him that everything would be okay and we would finish the game on time no problem.

At 5:00 am I needed some sleep, I was frustrated that I didn't get sleep earlier in the weekend, but I had to sleep before I became destructive.  I woke up five hours later, grumpy and not in the least bit excited to program. But it's a good thing I slept, because before my nap I had decided to make the game online multi-player...that would have taken up more time than we had. So I wrote up a quick AI code, slapped as many textures on the models as possible uploaded the awesome airport that Anthony built, and submitted the game at 4:20 pm, which was technically 20 minutes late, luckily they accepted our late submission and we made it into the showcase!



You can check out our game Auto-Fencing, at stlscatterjam.com. ---NOTE we are updating the current version, there was a glitch reported today. We WILL have this fixed by tomorrow, check back then thanks!




Saturday, October 4, 2014

STL Scatterjam 2014

Defiant Prodigy Games is proud to be a participating team in the St. Louis Scatter Jam this weekend!  This is a big weekend for the team. Not only are we excited to make an awesome gaming experience in just under 48 hours, we are very excited to announce that we have 2 multi-platform games in production!!!... check us out after the jam for more information.

Tuesday, April 15, 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!


Sunday, October 13, 2013

Interview with Elonka Dunin

I recently had a very interesting discussion with Elonka Dunin about Geocaching and the St. Louis Game Jam. 

Elonka Dunin is Executive Producer and General Manager of Online Community at Simutronics Corporation, Chairperson Emerita and a founding member of the International Game Developers Association's Online Games SIG, co-Director of the Global Game Jam, and as of 2012, is on the Board of Directors for the building of a new National Museum of Cryptology.1  I was unable to record our discussion, which is unfortunate because we talked for almost an hour!  Regardless of the technical difficulties, it was still an intriguing conversation.

The first topic we spoke about was geocaching. Geocaching is a game where you use a GPS to hide and seek containers with other participants in the activity.  The main objective is fairly straightforward.  "Find the cache, find the logbook", said Elonka.  There are thousands of caches in St. Louis area, along with many other cities across the United States.  The most popular cache in St. Louis is at the museum underneath the Gateway Arch. 

One question that I had asked Elonka was, "Who makes these games?" in which she responded, "Anyone can place a cache, there are reviewers in each state that do a basic check to make sure it’s legitimate".  There are two million people geocaching in a minute.  It seems to be more popular in the United States and other higher income countries.

Elonka has been geocaching since June, 2012.  She has also been playing other location-based games, such as 4 Square.  On June 10, 2012 she found her first three caches:  Our Thousandth Find Celebration; Housewarming Party; and Shoestrings.  Her record is 42 caches in a day.

The other topic that we discussed was the St. Louis Game Jam.  Elonka has been involved with this event since the first St. Louis Game Jam.  She has attended, organized, and participated.  She is also one of the 7 people on the board of directors for the Global Game Jam and has been on the board since 2012.  She has also been on the executive committee since 2011.  The first global Game Jam was started in 2009. For more information about the Global Game Jam, go to GlobalGameJam.org.

 "Anyone can attend," said Elonka, "It is a good way to develop the St. Louis Community."  The event is not a competition.  It is primarily for networking, prototyping, and just having fun!  Each game jam has a theme that participants must use as a guideline for the content created.  The games created could be video games, card games, board games, or any game that can be made within the constraints of the event.

The supplies recommended to bring to the game jam are dependent on the participant's skill set.  For instance, a programmer needs to bring a computer with a wireless connection and software tools installed.  Teamwork is not only allowed, it is encouraged.  "If someone wants to participate, but does not know any tools, get GameMaker", said Elonka.  I thought this was a good suggestion, as I started using GameMaker at 15 years of age (When GameMaker was in beta!).
She also suggested that it is a bad idea to come up with a huge concept for a game at the event.

I had asked Elonka what the most exciting thing about the most recent game jam and what the biggest conflicts of the event were.  "Showing off the game I made, and seeing the other games was the most exciting." she said, "The biggest conflict was trying to get people to cover.  Resources were tough.  We expected 45 people and 75 came to the door!"  The most recent St. Louis Game Jam was 48 hours long.  Some people slept in the building, some went home, and others come in just for the first day.

Elonka made a Wherigo cartridge game, A Totally Reticulous Mushroom Hunt, at the game jam.  She used the LUA programming language for the game.  I had asked why she made this type of game at a game jam, to which she replied, "I already knew I wanted to do a location-based game."  She was the only programmer on her team, and acted as a mentor for her other team members.  "At the April game jam, there were more geocachers" she said. 

To play Elonka's game, you need a Wherigo cartridge.  Most people use the iOS Wherigo app, or it's android counterpart Whereyougo.  All you have to do is enter the zip code for Maryland Heights, MO 63043, download it to your device, and then you can play.  A totally Reticulous Mushroom Hunt takes place in Vago Park.

Elonka recommended a few other location based games as well:  Four Square, Shadow Cities, Google Ingress(Capture the flag combat), and Zombies Run(Movement-based game).



 REFERENCES

1.       www.elonka.com
2.       www.Stlgamejam.com
3.       www.Globalgamejam.org




Sunday, September 29, 2013

GameMaker:Studio vs GameMaker 8 in relation to GameMaker's Apprentice

Hi everyone,

Just wanted to make a quick post about the book GameMaker's Apprentice.  Just yesterday, I finished the book and completed all of the projects. I'd like to recommend this book to anyone new to GameMaker as it is an excellent learning tool and very thorough.

As I mentioned before, the book references to GameMaker 8 and not GameMaker:Studio.  I had previously posted about issues I had encountered when completing the lessons with GameMaker:Studio and I would like to make a few comments about the issues.  I was able to complete every project in the book with very few issues.

 At first I was a little concerned that perhaps I would be unable to finish the book with Studio, but after completing it I now realize that those issues were very small and the book is 99.5% compatible with Studio.  Honestly, the issues that I did encounter, while annoying, helped me learn the program better since I had to figure out a work-around on my own.

For anyone starting this book and considering buying GameMaker 8 as opposed to GameMaker:Studio, I would definitely recommend going with Studio.  It has so many more features, much more user friendly, and if you are interested in publishing at some point Studio is always being updated while the older versions of GameMaker have been discontinued.

I just started the GameMaker's Companion book today, this is the next book in the series.  I am really looking forward to this read, and I hope I can learn as much as I did with GameMaker's Apprentice!