code && design

Games Eden Gaming Festival 2014 - Unequal



The Game

Our team of five from London Metropolitan University were given 48 hours to produce a game based on the theme of "unequal". Click on the Flash Player window below to start playing the game we produced for the gamejam.

Note: The Flash Player is only supported by desktop browsers.



The Gamejam

I was part of a team of 5 students that represented London Metropolitan University at the 2014 Games Eden Gaming Festival. Our team consisted of 3 programmers ( myself included ) and 2 artists. I was elected as the team leader and was responsible for keeping the project on track during the 48 hour competion period.

We decided were were going to develop a 2D game using Flash and ActionScript 3.0 as that is what we were most comfortable with at the time. Before we were given the theme, we brainstormed core-mechanics that we could adapt to many themes.

We settled on a core-mechanic in which each player starts off with some items and the aim of the game is to have the most items when time runs out. Players drop a percentage of their items when they bump into eachother and must SCRAMBLE to pick up the dropped items. Because the number of items dropped is percentage based, this results in a system where the player with the most items is trying to avoid the players with the least items and vice versa.

When we were given the theme of "unequal" we adapted the game so there would be a fixed number of total items to gather and one player was picked at random to start with all the items to incorporate the unequal-ness.

As we were using Adobe Flash to create the game, the project relied heavily on a lot of customised code. We wrote our own computer AI for the computer players as well as providing our own collision detection and physics system. We allocated the tasks for the project as follows:


Zion Siton - Programmer


Michal Chmielewski - Artist


Ashrakur Rahman- Artist


Andrew Braid - Programmer


Alex Owen - Programmer


We did well considering we were using Flash and every other team was using Unity ( lesson learnt! ) and were shortlisted in the top 6. I really enjoyed the overall experience at the gamejam. It was satisfying to work as a team to bring a completed game about in such little time. Obviously there is a lot of polishing that could have been added if we had more time, but that's the whole point of a gamejam.

One of the challenges we faced was version control as we had no experience with version control software at the time. Instead we worked separately on isolated examples (TDD) and then worked together to integrate code at key stages. It is easy to work that way at a gamejam because we are al sat together and communication is instantaneous.