Klik of the Month 50 entry

A few of us here in Oakland regularly meet up for Klik of the Month. To anyone not familiar with it, it could be called a monthly two hour game jam. It would be more accurate, however, to describe it as an event where one frantically throws clip art and found images into a big pile, sprinkles on some glitter and a midi track or two, and then tries to convince one’s friends to play the result.

I used my two hours to cobble together a test of an idea involving a ray of light that freezes enemies. It’s more an exploration of an idea than a complete game. If I’d had more time, I’d have liked to try out the following:

  1. walls which cast fancy real time shadows, protecting enemies
  2. smarter enemies that use these shadows for shelter
  3. a limit on our turn rate
  4. slowing our character while the light is on

Play the game or download the source here:
Tidied up version
Original two hour version


Now Everyone Will Think I Have Heads in my Freezer

Do you have friends? Have you ever wanted to festoon the walls with their entrails and festively splatter their liquefied remains over every visible surface?

A few of you may have played this before (thanks for helping to test!), but to those of you who haven’t I’m pleased to announce that I’ll soon be releasing a two dimensional shooter. At this point it’s almost done- all it wants is a bit of polish and some sound effects. The game is a collaboration between myself and my friend Jack Perkins, with a number of other people contributing levels. At my friend’s insistence, it is eloquently titled “Murder Simulator.” Thanks, Jack. Now everyone will think I have heads in my freezer.
Murder Simulator is a single screen multiplayer contest very much in the spirit of games such as Scorched Earth, Liero, and Nidhogg. It’s pure player versus player; there is no single player mode at all. Jack and I had both recently played Beau Blythe’s 0Space, and while we both like it a lot we wanted to make something which had a similar depth, but which was easier for people to pick up and play. We made this with an eye for intuitive controls and streamlined mechanics. The controls consist of only four directional keys and a single trigger. There is no jumping, alternate fire, or fiddling with items. The pacing is measured rather than fast and twitchy. This gives people room to finesse each shot. It also makes for suspenseful moments as a grenade arcs through the air, or someone drops in for a kill with the spread gun.

One of the most fun things about development was making the weapons. Combat is fairly positional- each of the weapons works best in a different environmental situation. My favorite weapon is the one second from the right. It’s called the pink gun. It makes people pink. This is either a good thing or a bad thing depending upon one’s point of view.


Hello

Hello.
I hope everyone is well.
My name is Loren Schmidt.

For those of you who don’t know me, I’m a 29 year old artist with a menagerie of interests including game design, storytelling, visual art, and UI. I’ve released a few independent games including Star Guard as well as a number of smaller games and experiments. I currently live in Berkeley, California.

For a while now, I’ve been using this site as a place to put projects. This weblog is a new addition. (I’m sorry, I know that ‘weblog’ sounds a touch stiff and formal, but “blog” sounds a bit like nails on a chalkboard to me.) I intend to use this as a place to share updates about my current projects, as well as articles about things like digital art and game design. I have a couple of small games in the works which are almost ready for release. I am also currently involved in a much larger project which I am very excited about. I’ll be sharing more details soon.