Conquest Combat

I (finally) finished up work on a small little side project of mine, a top-down shooter called: Conquest Combat. This was one I started a while ago but only worked on here and there. True to game development though, it seemed to take a lot longer to get it to a finished state than I would have thought! Between tweaks to the AI and level balance, I would say about 1/4 of the development time was spent on these final touches.

The story is: Terrorist camps have begun to show up all over the place and we are left with just one option: send in our mediocre soldiers to stop them. Due to budget cuts, not only did boot camp training have to be scaled way back, but the intelligence has to be gathered by more cost-effective methods (translation: the internet). Despite this, a number of terrorist camps have been located and flagged for elimination. We need you to take these men and do just that (to the best of your ability)!

The game takes place all on a single screen where you control a single soldier and must follow/lead your fellow soldiers up against the enemy. Upon death you will respawn (if you still have allies alive), however your cohorts will not. Some missions you will have the ability to call in reinforcements while others you will only be able to use what you start with.

Controls are simple: WASD movement while the mouse will aim/fire.

Download it here!

The Journey to Steel Ego

Anyone who follows me should know that I love my side projects! After a certain point however they become more than just a side project and end-up being another full-fledged project. This is another example of that happening. What originally started off as a “just for fun” project quickly evolved in to something I enjoyed playing as much as I did working on it.

Inspiration for this project came from Nuclear Throne. After (finally) playing it, I found myself hooked – but I couldn’t quite pinpoint why. More often than not I would find the difficulty way too steep, but I kept coming back for more. I quickly found myself hooked (and as a byproduct, inspired).

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Steel Ego (Alpha 0.4)

Anyone who follows me should know that I love my side projects! After a certain point however they become more than just a side project and end-up being another full-fledged project. This is another example of that happening. What originally started off as a “just for fun” project (inspired by playing Nuclear Throne) quickly evolved in to something I enjoyed playing as much as I did working on it.

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Broken Images in Old Blog Posts

My apologies for the broken images in all of my older blog posts; I just now discovered them. This was a result of the images still pointing to my old Besus Productions domain and of course the image links just couldn’t break and were instead replaced by a spam image. I have since gone through every single one of my old blog posts and updated their links to reference the image media file instead of using a custom URL to point to the image.

Sorry for the amateur appearance there for while. 🙁

Venturing out of my Unity Comfort Zone

besusplatformer_3For over the last 3 years, I have exclusively worked in Unity 3D for all of my indie game creations, but a few years ago before I learned to use it, I had begun a project in Gamemaker 8 (which eventually got ported to Unity after I had become increasingly familiar with Unity). In August of 2016, I would again revisit Gamemaker: Studio by downloading the free version and after playing around (translation: getting lost) in it for a bit, I had gotten my fill. Enter the insane deal on the Gamemaker Humble Bundle and the itch to explore Gamemaker would show-up again. After a couple of days contemplating the purchase, I bit the bullet and went for it (the included source code files were the tipping point since they would serve as examples for me to see how the engine was structured).

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Studio Besus Demo Disc

BesusDemo01Nostalgia is something all too common for me and in my most recent bout of it, Playstation demo discs attacked. Going through many of my older ones, I yearned for the exciting days of getting a new one. I discovered countless games I otherwise never would have thanks to them; Ape Escape, Tony Hawk’s Pro Skater, and Bloody Roar just to name a few. With broadband internet as common as it is and demos becoming less and less common for games, they are certainly a dying (already dead?) breed. I wanted to change that, or at the very least, revisit my nostalgia.

To do so, I decided to use my engine of choice: Unity. Thanks to the System.Diagnostics namespace, I am able to open external executables from the “launcher” using: Process.Start(path to exe). But before launching the demo, I open a brief description of the game and give the user the chance to back out or start it. Upon doing so, I pause the music and bring up a new UI message to indicate a demo has been launched. To keep the “optical disc” feel of the Playstation demo discs, I make extensive use of Movie Textures to showcase the currently selected item as well as to play a full screen movie (but this is done an a separate canvas).

Overall I am very satisfied with the feel of it all and even designed it so demo configurations, videos, descriptions, and titles can easily be swapped out for other games and/or specific game studio collections.

Download the Studio Besus Demo Collection here!

Rewired Firewing 64 – v2.1

While not frequent, I had received word that some controllers did not work in Firewing 64. To address this, I have completely overhauled the input system by integrating Rewired in to the project. This will support virtually every imaginable controller you can run on a PC as well as make for a much more streamlined interface for remapping the keys, adjusting sensitivity, and inverting axis.


In addition, I also fixed a bug where the crystal count would not persist between sessions. This meant that after collecting a crystal and exiting the game, your count would return to 0 and the crystal previously collected still registered that it had been.

Though not as exciting as the updates made in version 2.0, at least now it is 100% more playable for those who had controller input issues (or wanted play to correctly persist between sessions)!

Download version 2.1.0 here or on the Downloads page.