The Learning Update (Weeks 15&16)

2017 Jan 08 – 2018 JAN 21

I spent most of the first week preparing for the playtest session on Friday 12th.
The playtesting showed me major flaws in aspects of the game, so I decided to forgo multiplayer entirely, in favor of polishing the singleplayer experience. At least until the final delivery date in February. Also, I worked 81 hours on the game total these two weeks, finally reaching the 40hr/week mark I wanted to for so long!
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The Loud Update (Weeks 13&14)

2017 DEC 25 – 2018 Jan 07

The multiplayer I had achieved at the end of week 12 could be called “Co-op”, all players in the game controlled the same buildings and subjects. Week 13 was spent turning that into opposing players. The following week I decided to add some polish to the game, so I added some menu stuff and I finally introduced sound.

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The Multiplayer Update (Weeks 11&12)

Dec 11 – DEC 24

As was my plan, I spent these two weeks diving into multiplayer. Although I’d had many challenges along the way, and was about to give up on at least three occasions, I managed to pull through, and fully implemented multiplayer by the end of this phase.

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Implementing the Workforce! (Weeks 7&8)

Nov 13 – Nov 26

Not much happened in the first week of this phase, but the second week had been my most productive at that point! I properly implemented subject hunger and death. I improved the serf behaviour a lot and implemented the Harvester and Crafter type subjects and behaviour, specifically the Lumberjack and Carpenter. I also attempted to use source control for the project…

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Bluebyte Game Jam: Don’t get Sick!


Don’t get Sick! is a game about an every-day man just trying to survive in the every-day apocalypse. Stay out of trouble with your boss, spend enough time with your family, keep an eye on your wealth, but most importantly: Don’t get Sick!

I made this game together with Violetta, Tristan, Tobias and Carsten during the Blue Byte Game Jam 2017, Nov 9 – 12.
The theme of the Jam was “Health” and went with it quite literally. The other lose conditions – Family, Wealth, Job – came much later in the process.

The Game is available for download HERE!

Construction Sites and UI (Weeks 5&6)

OCT 30 – Nov 12

I spent 4 days during this time on the Bluebyte Game Jam, so the time I spend on the game was reduced. I implemented constructing buildings and destroying them (without crashing the game) as well as UI for Buildings and Subjects. I also improved the Camera movement a little.

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Snek Screenshot

Snek is a simple version of the popular game snake.
You play a snake collecting delicious fruit and growing with each bit they eat. You are confined to a cage with walls that kill you when you touch them, and you are poisonous enough that you die when you touch yourself as well…
Snek features locally saved highscores and a level editor for potentially infinite fun! When you win the game, it crashes, which really is just another feature, mirroring the inevitability of death in our lives.

I made Snek as part of the programming lectures in the third semester at CGL. It was written in C++ as a windows console application, and is probably the most lightweight game I have made so far with 31kb for the game, and another 1kb for each map.

You can download the game HERE.

Codename 06F

06F screenshot

Codename 06F is a stealth-puzzle-top down shooter.
The player is an agent known only by their callsign “06F”. The player must infiltrate the evil Dr Black’s secret base to take him into custody. In order to do that he will have to avoid being spotted by the enemy henchmen or take them out, however with limited ammunition, the main focus lies on on keeping a low profile. The player can move, analyse the enemies for their RGB-Health values, and shoot three kinds of ammunition (Red, Green and Blue) to reduce the respective health. Challenge is created by adding more and stronger enemies, smaller windows of opportunity to sneak by, and limiting ammunition. In later levels the player has several different ways of beating a level.

I made Codename 06F as part of the application process to the cologne game lab from April 2nd to May 4th 2015, during my internship at Headup Games.
The task was to “outline a Game Concept on the following topic: 06F”. Interpretation of the meaning of 06F was up to us, and since in Hexdeximal it was a pretty shade of blue, I decided to go with that as a primary, and -with reference to 007- Agents as a secondary influence.

Codename 06F was my first original game concept, and although the execution wasn’t grand, I still look back on it fondly.

You can download the game HERE.


MorrZombol screenshot

MoorZombol is an arcade highscore shooter. It’s Moorhuhn with Zombies. Zombies spawn randomly in one of 4 lanes and move through those lanes (left to right or right to left) across the screen. The screen can be moved to the sides a little, and the player can shoot the zombies, one hit is a kill. Every kill rewards points, and the player has 90 seconds to play.

MoorZombol was the first game I ever made using a game engine, Unity in this case. I made it for the internship application test at headup games, the task was to “make a simple moorhuhn-clone game”. As Mark, who gave me the task, mentioned that I would receive additional tasks to get familiar with Unity, I decided to use Unity for this project already. I had not used nor heard of Unity before, the only prior experience with code I had was some Java programming at school (See RPGGame).
I received the task on December 15th 2014 and was given time until January 5th. However since I was going on holiday, I learned the engine and delivered the game within a week, on December 23rd.
Mark was positively impressed and I got the internship.

You can download the game HERE.