iDef.”>iDef was Dexterity Design’s first game which Aaron created over a couple of years as it was his first attempt at programming for the IOS devices. I came on board when the game was 95% complete and we formed our company to market and sell it. As far as development goes, I worked on a few aspects of design, all the writing and choosing the right music for the game to licence. Naturally I helped with the final bug testing and bringing in beta testers to ensure the game went out bug free. Apart from a very minor patch just after we uploaded the main game, it has never needed to be updated since.
You can still get iDef on the App store via this link – iDef.
We didn’t have a huge success with this game despite some very good reviews, mostly because we got it up there long after the mobile market had saturated so not many people were ever aware of it. As we decided to leave the mobile/tablet market for the indefinite future we made the game free of charge as we won’t be able to update it in future when our apple developer licence expires.
Gravity force was created for a programming exersize by a friend who regularly does game jams and also writes a mini-game every month to keep himself on his toes. These games don’t need to be huge games with lots of content but rather functional, and engaging, if limited potential. It was suggested that I do a small game each month for a year to get my programming skills a bit better and also gain some focus for bigger projects as I had too many unfinished games at various levels of completion at the time. I made up a list of the 12 games I was going to do over the course of a year, which also included scaling down a few of the games I’d already started on to give them some closure so I could concentrate on other projects.
I only did the first months game from scratch in the end, as I started working with Aaron shortly after that. Infection was the second project on the list and I did close that off too, albeit a bit rushed, but that was already 80% ready so didn’t really count.
So here it is, and you can have either a Mac or Windows version. No explanation of the gameplay is needed as it’s a very simple shooter that you’ll soon pick up. I’ve not published the source code but I will do one of these days as the game was written in Blitzmax a couple of years back and I’ve long since moved on to other development systems.
The OSX version has a couple of minor cosmetic bugs fixed that was built after the initial game release for Windows.
I developed Infection as an almost complete game before Gravity Force but I had stalled on it up to that point so scaled back additional ideas and features to get it to a reasonable state to give away. I can’t say that I’m over-happy with it as it is now but it works, the gameplay is basically there, although very shallow, and it’s an interesting idea. Not to mention that it’s actually quite good fun playing it as it’s one of the few games I’ve actually played where I enjoy trying to beat my high scores. I’ve played very few games where this actually interested me over the years, mostly because they may have other objectives and not be the total focus of the game. Here you are aiming to kill as many germs each screen as possible but you only get one shot, so you’re pretty helpless watching the game play out after you’ve taken it. Get less than 80% of the screen cleared and that’s the end.
Try it and see for yourself. I liked the idea so much that I actually have an almost complete IOS version written in Swift that is technically so much of an improvement on this game but just doesn’t feel as good, so I’ve never released it. Aaron and I have often talked about expanding on the basic idea as part of a bigger game but mostly that’s still at the design stage for a future project.
Sorry, there is currently no compiled windows build at present. I may rectify this at some point when I get a replacement PC.
Most of my other completed games that I consider could be releasable currently have temporary assets in them or are written in languages I no longer use and would take a lot of effort to get playable builds. I do hope to expand upon this page at a later date as well as work further on the big list I’ve put into a spreadsheet of all the games I can ever remember working on and what happened to them. It’s amazing all the stuff you forget about over the years.