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mongoid
I'm a freelance game developer working for all sorts of companies big and small, as well as spending time pushing out my own indie titles.

James Dalby @mongoid

Age 45, Male

Game Developer

UC Irvine

Irvine, CA

Joined on 1/3/02

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mongoid's News

Posted by mongoid - February 13th, 2010


It's official! Just got back from the first ultrasound and everything looks healthy.

> James has received [Proto-Child] (Level 1)!
> James has gained a level!
> James has received [Crippling Responsibility] (-5 Income, -5 Stamina, -10 Free Time, +50 Happiness)!

>_


Posted by mongoid - November 30th, 2009


I was quoted on the front page of the LA Times (Monday, November 30) in an article regarding UC Irvine's new Video Game Science major and the Video Game Developers Club I help run on campus. My game development course project "Colossal Crisis" got a plug, and you can see it projected over the face and body of our professor Dan Frost.

So if you need a reason why production on Conjurer has been so slow, there it is.

Yay me!

Also, consider this a shout out to all NG members who attend UC Irvine and want to get into game design. Join the VGDC by showing up at one of our weekly meetings! Information on time and location is here.

I'm in the LA Times!


Posted by mongoid - September 2nd, 2009


Sorry for the lack of updates. Here's a little video to show what I've been up to for the past month. Make sure you watch it fullscreen in high quality! A lot has been going on. You can read more about it on my blog.

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Posted by mongoid - July 20th, 2009


Just trying out some color schemes for the first part of level 2. Thought you might like to see. There's a bigger picture on the blog.

[Conjurer] New level 2 art


Posted by mongoid - July 13th, 2009


The revised engine handles drawing the level much more efficiently, and I can have animated props now. The new first level looks awesome. I can also use your help in telling me how well the engine performs.

Go and see for yourself.

[Conjurer] Revised map drawing works great!


Posted by mongoid - July 10th, 2009


Try it out for yourself. It may take more or less time, given that the platforms are generated randomly.

1. Pull the rodent back.
2. Let go.
3. Press the right arrow key until fuel is spent.
4. Wait.
5. Repeat
6. Win the game.

In fact, I waited 12 minutes on the last run for him to hit the ground. The same strategy works for Hedgehog Launch 1.

How is this fun? Hedgehog Launch 2 isn't a game. It's interactive animation.

Below is a screenshot of my score to prove it. Needless to say that I maxed out all my stats and made it to Mars on the next trip.

Sad. How does this have a score of 4.3?

Your cat could beat Hedgehog Launch 2.


Posted by mongoid - June 27th, 2009


Here's some artwork for a new level we've added. I figured out how to add some soft shadows and highlights without taking it into Photoshop. The whole game is going through a lot of reworking. Read more about it on the blog.

[Conjurer] New Level and Code Redesign


Posted by mongoid - June 20th, 2009


I posted up some animations of the level 1 boss. Check them out and let me know what you think.

:-)

Level 1 Boss anims


Posted by mongoid - June 11th, 2009


My senior project, Colossal Crisis, for my game development class at UCI is finally complete! Here's the demo reel!

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Read up on it at the blog.

You can probably tell just by looking at it that games like Castle Crashers were a big inspiration.

Now I can finally get back to Conjurer, which I plan on doing a solid burn on over the summer since I don't have any summer classes to attend to. Yay!


Posted by mongoid - April 26th, 2009


Hey everyone!

I was able to post a new game-play demo of the new Ogre Grunt Enemy at the blog. Check it out and let me know what you think!

:-D

[Conjurer] New gameplay demo!