Here’s my 51DFPS
this now has the minimum amount of features i’d hoped i’d get done before the event ended.
but for now i’m putting all my time into helping develop dungeons for Gnomescroll.com
13/09
04:46
Here’s my 51DFPS
this now has the minimum amount of features i’d hoped i’d get done before the event ended.
but for now i’m putting all my time into helping develop dungeons for Gnomescroll.com
28/08
20:06
What’s that? An update? Now, well over a month after the game should have been completed? It’s true!
0.5! What does this update bring? Quite a lot, actually, and a full list of changes can be found on the downloads page. I’ll rattle off the major ones now.

So, what are you waiting for? Download the newest verion and wow at how much hard it got with the walkers shooting you, and gasp in awe at how you still can’t complete the damn thing!
Download the latest version!
EDIT: Fixed download link :S
26/08
01:10

I just wanted to drop by and let people know that the master server for Swap Fire is back and several bug fixes have been made. Also, I added the swap cube object I contemplated during the 7DFPS Challenge in June. This new object doesn’t add much but I think it showcases some of the potential the mechanic has to create more emergent behaviors.
Thanks for reading, and BE EVER MINDFUL OF YOUR FUTURE!
26/07
14:42
After what seems like an eternity (but only turns out to be a month or so), we’ve finally gotten around to doing a source release of FLAT.
https://github.com/Cheeseness/FLAT
This is something we’ve had in mind since starting, but it slipped by us as we all moved onto other projects that we’d been putting off during the 7DFPS challenge.
Whilst we don’t expect the project to grow much, we see a source release as an investment in the longevity of our project. Years from now, people will be able to compile FLAT on hardware that doesn’t even exist today.
Beyond that, the source for FLAT may serve as inspiration for where to start (or not to start as the case may be) when creating a similar project.
If anybody is excited and wants to contribute to FLAT, I’ll be putting up a handful of issues based on wishlist items from our todo lists, and I’ll be happy to review and merge pull requests if/when I receive them.
This is most likely the last FLAT post I’ll make here, so I’d like to extend thanks to everybody who checked out FLAT, especially those who offered encouragement and support, and a super extra huge thanks to SteelRaven7, Johannes and Anton – it was a pleasure and an honour to collaborate with you guys <3
Enjoy!
26/06
04:06
I threw up a build for people to try out! It’s a multiplayer game, so grab some friends if you wanna get the real experience!
Controls
Bugs/Notes
Comments and criticism is more than welcome
I hope you enjoy it! I’ll try and set up some testing times soon so that a lot of people get on and play.
25/06
16:58
25/06
13:41
I suppose at this point it’s no longer a 7dfps, but I wanted to post an update. Been working over the past week to add multiplayer support and fix bugs. I’m really happy with how this project has turned out so far. The multiplayer is fast paced and tons of fun (at least for the playtesters I’ve had so far).
Call of Warfare: Blocks is written in C# using the XNA Framework. There’s a dedicated server application (also written in C#) but written without XNA. This allows the server app to run on a linux machine for cheap hosting.
Here’s the project page for the 7dfps version: http://7dfps.org/?projects=call-of-warfare-blocks
If anyone has questions or comments, I’d love to hear them.
Tritax (@JDBunnell)
25/06
12:07
I added support for the Razer Hydra motion controllers over the weekend. Moving the arms, picking stuff up, aiming, it’s all much more natural this way.
Buggy? Definitely, but as a proof of concept I’m very happy with it. I’ve got a huge list of possible motion-control-powered mechanics that I’ll try to implement sometime later. ![]()
24/06
15:14
So after my actual 7dfps week fell apart (due to a ’bout of sickness and surprise but needed contract work) I decided to crunch for the last couple days and see what I came up with.
The game mechanics came together very quickly and I enjoyed working on them a lot. I also finally immersed myself fully into networking code, which was a whole lotta fun but also hair-raising at times. Anyway, I decided I liked Lantern enough to keep working on it.
My plan is to add the last bit of content I need (some artwork and some level layout additions) and then bugfix, tweak and release. I’ll add a download link for the standalone here and on my website, and then possibly a web-player version to Kongregate, and see how people enjoy it. Some small playtests I’ve done turned out quite well, so I’m hoping others will enjoy it too ![]()
Peace!
Joe
24/06
04:45
I finally got around to finishing up some lose ends such as:
- actual main page artwork and better titles, popups etc
- 3d sound so you can hear where the enemy is charging up
- help and about page
- number of enemies slider
- better UV placement on the electric charge
- properly handling tombstoneing
- trial mode
- enemies don’t get stuck never shooting
I also submitted the game to Microsoft so hopefully it will be in the marketplace soon. It got an ESRB rating of E10+ due to fantasy violence. :p
I added a trial mode so that people can get the game for free. Trial version is exactly the same as the paid version, but please get the paid version if you like to support my efforts!
In the future I would probably add things like scoring, and a variety of enemies like a birds that flap wings, and spiders that run at you on the ground, and more ways to defend yourself. Most likely this is the end, and I’m on to bigger and better things.