* Overview map of most game-related software projects by Tomas Pettersson aka DrPetter, text refers to an image file with screenshots * First 5 rows are Amiga games, programmed in AMOS Professional between 1995 and 1998 (snapshots from the WinUAE emulator) * Last 7 rows are mostly PC games, using C/C++ unless stated otherwise, mainly from 2000-2008 (98-99 had invisible DOS games) * 4 slots are empty, let's say they represent the 50-or-so DOS and Amiga games I forgot or couldn't get screenshots from * See the end of this document for info on some of the games that were left out from the image * Ordering is somewhat chronological, but there's some random mix-up and visual grouping of similar games --- Row 1 --- 1 - Magic Land - Platformer, Super Mario clone, 20-ish levels 2 - Adv - Point-and-click adventure with pre-rendered scenes, inspired by Myst 3 - Balls - Two balls bounce around while you drag one of them using a magnetic link, inspired by some PC game 4 - Arcade1 - Standard vertical shooter, enemy ships attack from above 5 - Blood Suckers - Pinball game, rough prototype, barely works 6 - Black Alert - Simple turn-based strategy game which didn't work very well 7 - AirWar3D - 3D flight simulator with pre-rendered cockpit, actual game is pretty broken but has some zoomy bobs 8 - Cube - Ok, not a game at all... but I was rather proud of it at the time :) 9 - Bombyx 2 - Straight-off clone of a "snake" game I played on some Spectrum emulator (on the Amiga), has bouncing balls 10 - Tanks - Ye olde Scorched Earth clone, turn-based support for up to 12 players or something --- Row 2 --- 1 - Helicopters - Deathmatch, slightly unconventional control scheme (worked out pretty nice), AI opponents (useless) 2 - Gucko - Another Super Mario clone, this one also has some 20 levels and is relatively challenging 3 - Joan the Plastic Tree - Pronounced "Yoo-un"... One more platformer, has a saturn-projectile weapon, 5-10(?) levels and a boss 4 - Explosions - I have no idea why it's called that, it's basically identical to the "Arcade1" game 5 - BRAC - Pinball game with moderately complex scoring and reasonably good playability, was put on an auto-booting diskette 6 - Hockey - Actually that picture is all you'd ever see in this game since I never got further than drawing a background and sprites 7 - Cockpit - This one isn't a game either, it was used as a special-fx scene in a short film I did with a friend 8 - Pong 3D - I must have spent a lot of time on this title screen... but the game is just boring old pong (on a rotating 2D plane) 9 - Mask 2 - A free-form snake game where you rotate left and right while eating apples to grow and avoiding rocks 10 - SpShip - Side-view shmup, an experiment with rotating cannon (forward/up/down) which was inspired by the Amiga game "Powder" --- Row 3 --- 1 - Planet Grobb - Non-scrolling platformer adventure inspired by Top Hat Willy (which is a Jet Set Willy clone), has about 5 rooms 2 - Fighters - Random fighting game test, can walk left/right and attack with spike-on-chain weapon 3 - Jetpack - Pretty self-evident... you are a guy with a jetpack in a pretty empty level not doing much at all 4 - Invaders - Was meant to be a run-of-the-mill Space Invaders, but didn't get beyond drawing a large set of invader sprites (or bobs?) 5 - Puzzle - One of the few puzzle games I've attempted, I think you were supposed to "swap" icons around and get pairs 6 - MeduhZa - Collaborative game made during one day when I had a few friends over, a few screens of ugly tiles and non-colliding enemies 7 - Rocket Commander - Yep, it's Missile Command... the font unfortunately got screwed up in the emulator, which makes it looks like crap 8 - Rhythms - Not a game but notable first attempt at a music tool, place sample triggers to create your own beats, hooray! 9 - Rally - Incomprehensible title, but basically two lines racing against each other, has some nice skidmarks and competitive AI 10 - Space Defender - Pilot your offense-defense module back and forth while killing hostile ships and catching rescue pods --- Row 4 --- 1 - Super Punkt - "Modern" version of a platformer series reaching back to the C64, with ASCII graphics and 20 levels 2 - Fatal Fighters - Simple one-on-one fighting game, high and low punch plus corresponding block moves, crazy AI opponent 3 - Roberts - I convinced my then 8-year old brother that he wanted to make a game, but I just ended up doing stuff while he watched... 4 - Magnets - Clone of some PC game where you pilot two ships dueling around a gravitating star, ships and shots are affected 5 - Teddy Bears - Rather polished snake game where you control a pack of teddy bears looking for food in cemetery-like environments 6 - SideStrat - Side-on variant of realtime strategy, was going to have air and ground units but only managed to get some graphics done 7 - RTS - Mostly an experiment with alternative rendering methods I think, was meant to be a standard top-down RTS game 8 - Skeet Shot - Fun and simple point-and-click shooting game, 3D-ish disks were thrown out into the playfield, had some bonus targets 9 - TPlogo - I always put my name/initials into things when I couldn't come up with something more creative... this has nothing else ;) 10 - Tony Hunter - Example game made for a friend who wanted to learn programming, you try to catch gold while avoiding a homing fire --- Row 5 --- 1 - Snails - A 4-level sidescrolling shmup with decent music, was going to be part of a snail-themed pack of minigames 2 - LVfighters - One of many incomplete fighting games, this one was particularly broken 3 - SnailFight - Another one of the snail games, probably the best fighting game I've made despite the lack of scoring or player death 4 - Explosions - Small people run by holding weapons, you press fire to blow them up 5 - Twin Pong - Pong with two paddles! How creative... has a fair few levels and quite polished presentation 6 - TUGG - A classic gorefest collaborated on by me, a friend and my brother, has a multi-MB sampled soundtrack and tons of gibs 7 - NeurFighters - Fighting game again, this time with non-functional neural network AI 8 - N/A 9 - N/A 10 - N/A --- Row 6 --- 1 - AndFight - Fighting game featuring AnderZ in Mortal Kombat-style digitized sprites, but we got bored after initial filming+editing 2 - Tanks - Epic tank duel game with lots of weapons and various details like killable bystanders, collab with AnderZ 3 - Race - Top-down racing game with rotating sprites and zoomy camera, also skidmarks! 4 - Amphibian Liberator - My first 3D game, and quite proud of it as such, made for a 3dfx-sponsored competition, has 4 big levels 5 - Loen - Stands for "Low Environment", wanted an all-in-one thing for making games, simulating Amiga-like capabilities, never used 6 - WilderDash - Boulderdash-like puzzle game with integrated level editor, has some really tricky levels, sold zero copies as shareware 7 - ActAd - 3rd person action adventure game... or it would have been if it weren't nothing 8 - Planes - Flight simulator, actually worked kind of well but didn't take it beyond the level of technology test 9 - HoverRace - Wipeout, hovercraft on halfpipe track with some unpleasant bouncy thrust physics, also broken frustum culling 10 - Portals - Technology test which worked but wasn't used for anything --- Row 7 --- 1 - RPGTest - Inspired by Progress Quest, I made this pointless RPG thing with randomly generated content, not much of a game 2 - Shadows - Tech again, stencil shadows, works well, exposed some weird Z-buffer bugs with my GeForce3 3 - CSG - Tech, constructive solid geometry, kind of buggy 4 - Portal editor - Pick vertices to define the outlines of portals used in the related tech test, my first 3D editor I think 5 - Network test - Actually I think I intended to make a MMORPG-like thing here, but didn't get beyond two placeholders moving around 6 - DDSprites - Trying out Direct Draw, made up some grand plans for a generic Ninja-themed platformer, only graphics and movement code 7 - Caves - Relatively complete basic platformer with player, tilemaps, enemies, and win condition which takes you to the next level 8 - Jones - 3rd person 3D adventure thing featuring a photo-textured avatar of me, built on my advanced "3D engine" from Y2K 9 - Rigid - Rigid body simulation using very weird math, for added fun I made a little wobbly car instead of a plain box 10 - Rigid Racing - Expanding on the above simulation, I built a reasonably feature-rich racing game --- Row 8 --- 1 - Skeleton 2 - Skeletal animation system with mesh deformation and some spring simulation to make it wiggly 2 - SpaceTest - My first attempted (and failed) online collaborative game project, some 5 people were involved, I coded the prototype 3 - NWGame - Another useless attempt at a multiplayer network game, just a placeholder ship flying around 4 - Food - Me and my brother set out to make one of them "food tycoon" games where you make and serve food, didn't get far at all 5 - Ball Breaker - An embarrassing attempt at making a casual game... standard bust-a-move with some graphical glitz, abandoned 6 - Dyngrid - A game mimicking Geometry Wars just to show some people on a forum that it wasn't very hard to do 7 - 7th Swarming of the Machines - Ludum Dare 48 entry, fly around with jetpack and collect stuff among drifting space debris tilemaps 8 - Nitro Butts - Robotron clone made by me and my brother, pretty frantic and fun, he drew sprites, has music written in C 9 - LingoCar - Particle/springs-based car simulation with some kind of edutainment theme, you drive around collecting words 10 - Rigid Ljusdal - Was going to make an edition of my racing game set in my home town, but got bored after taking a lot of photos --- Row 9 --- 1 - Skeleton 1 - Predecessor of Skeleton 2 from the row above, interactive animation where you could make the guy "hump" hilariously 2 - Testgame1 - It's number 1 people! Uh... a simple game to test a framework I was coding, works but is boring 3 - Spred - Sprite editor mark 1, animation support, basic image manipulation tools 4 - Rubber - Inspired by Action Supercross/Elastomania, I wanted to make one with elastic wheels but didn't get very far 5 - Pinball 0 - An actual decent pinball game, after a million failed attempts... works ok, has script support for table definitions 6 - Javagame (Java) - Made with Poppeman as a project assignment in an entry-level Java course, one level but quite a lot of polish 7 - 3D Engine - Continuing to build on the engine that was used for Jones, I tried making a more violent game, without much success 8 - Explosions - Ah, the perfect game... look around, click mouse and watch pointless explosions light up the scene 9 - Rigid Racing 2 - Complete re-write of the rigid body simulation code, more realistic and more pretty 10 - Rigid Racing 4 - See next row for #3, this new and ULTIMATE version is in the early stages of development, no fun graphics yet --- Row 10 --- 1 - Nekochi - Inspired by the Neko games featured on some japanese guy's site, I did an updated remake of one of them, it's kind of nice 2 - Megatroid - Megaman meets Metroid! You alternate between both characters and play in various combined environments, needs finishing 3 - Jackie and the B.S. - Ludum Dare 48 entry, my first such, platformer with procedural growing flower level and flying pigs 4 - Stars of Amazing Fury - Made in 3 hours for 3HGDC, you jump around a rotating star and try not to fall into the water 5 - GameEd - Game maker thing with ambitious GUI, downfall was that making control logic ended up being like obfuscated abstract coding 6 - - This game has no name, it was made for the in-between Ludum Dare 8.5 24-hour pseudo-compo, I like the music in this one 7 - GAUG - This was going to be a great platformer, but it died after a few hours of development... go figure 8 - Mansion - First-person horror game set in a mansion, with nasty camera noise effect and a flashlight, didn't get to the "game" part 9 - Rigid Racing 3 - To this day the most spectacular and playable version of my racing series, will hopefully be taken over by #4 10 - R3tredit - Track editor for Rigid 3, spline track with heightmap environment, some tricky mesh auto-joining between grid and track --- Row 11 --- 1 - N/A 2 - Patibilis (DKStation) - Not a PC game, rather made for a custom hardware games console made by me and two others as a school project 3 - POC06 - For "proof of concept 2006", to explain a shmup weapons idea I had, kind of fun and cool-looking in its own right 4 - Shmester 5000 - Entry for shmup-dev's 2006 sidescroller competition, cartoony graphics and somewhat interesting gameplay, 1 level 5 - Netboats - Finally, my first successful networked game! Not flawless, but very playable and pretty advanced under the hood 6 - QTile - Tile-based sprite rendering library with alpha support, does overdraw culling and has optimized paths for blended/nonblended 7 - Nimito - Sprite editor mark 2, has quite a lot of features in a compact interface, pretty good animation/timing support 8 - Repulsive editor - Level editor for a collaborative competition entry, supports free-form sprite elements and polygon colliders 9 - Stars - Graphically updated version of the 3-hour game... except I abandoned it after doing the initial star drawing and collisions 10 - Spatzap - Ludum Dare 48 entry, platformer where you create your own platforms, crazy graphics, cute but rather pointless --- Row 12 --- 1 - Typing of the Dawn of the Dead Dead - Uh... zombie-killing typing game, never reached the typing part 2 - Vanisha (python) - Entry for pyweek, my first attempt at python/pygame, simple hack'n'slash 3 - Toss - You play a ninja carrying a sumo wrestler on your back, whom you can toss to reach higher levels, only basic mechanics 4 - Tetris - Simple but complete Tetris game, for what it's worth 5 - Zduck (python) - Run and jump to avoid bouncing balls, I hardly even remember making this one 6 - Asteroids - Asteroids 7 - LD10 - Ludum Dare 48 entry, kind of weird thing where you do random manipulations to the level 8 - CWD07 - Entry for Flammable Penguins' Weekend of Code challenge, odd gameplay but nice procedural music 9 - Wonkeyball - Monkey Ball clone, I had to play around with the controls/physics a bit... was fun, but isn't a full game 10 - Marginal ungolf spectacle - Ludum Dare 48 entry, mostly an experiment with loading PSD files as level data --- And finally, some more games off the top of my head that weren't featured in the image for various reasons: - C64 BASIC (done on a friend's C64, were saved on a tape somewhere at some time... maybe) * Labyrint - The very first game I made with a friend after discovering the INPUT statement in C64 BASIC, simple text-based maze * Punkt - A crude ascii-graphics platformer with hardcoded "frames", you played a "." character walking over a floor of "_":s - AmigaBasic (haven't transfered to PC, too much trouble emulating, some lost) * Tower of TIG - Not related to TIGSource, honestly... a "large" ascii maze game with 20 rooms and items to pick up and use * ??? - First realtime graphical game, move blue square and fire green laser beam upwards at a red square on top of screen * ??? - An updated "Punkt" game with a slash for main character, had a rather complex level and you somersaulted when jumping * ??? - Three rows of small pixel figures that got executed one at a time as you pressed spacebar... various gory effects * ??? - At least one more ascii maze game, with fullscreen mode and "moody" dark colors - Amiga, AMOS Professional (lost in drive crashes etc) * Arkanoid - My first undertaking in AMOS Pro was based on modifying a tutorial game, I redrew the graphics and added some code * Robot in minefield - I think this was another modified example, you played a robot which had to walk+jump its way through a minefield * Djårdsch - Expanded variation of the minefield game, jump over obstacles/pits and save a girl (I miss this one, it's a classic) * Djårdsch 2 - Remake+update of the above, prettier(?) graphics, different levels, same basic concept * Djårdsch 3 - Tried to go all-out with a more complex platformer that had large free-form levels and enemies etc... failed * Skelets - Another favorite game lost in a disk crash, you ran through a castle courtyard and avoided all kinds of spooky hazards * SWA - Playing with the speech synthesizer made one of my teachers' nickname sound funny, so I made a simple game about him * Racing game - A decent top-down racing game with a car drawn in 16 directions and tile-based levels/tracks, was fun * Monsters - Melee platformer where you slashed monsters with your sword while jumping across pits and spikes, bloody, 4(?) levels * Ark - A more advanced Arkanoid game with fancy graphics and explosion effects etc, apparently I liked the concept of Arkanoid * Sim Island - Possibly my favorite game from this time. I think there's a Maxis game with this exact title, but I didn't know that. I was just inspired by Sim City and Sim Earth and came up with a different setting which was sort of a combination. You had a patch of sandy island on a screen of water, and could build sand, grass, forest and two kinds of buildings. There was a realtime simulation that dynamically changed the landscape, causing plants to spread and shorelines to drift. Sometimes a freak fire was started and started spreading, which you could put out using water or sand. The goal was to get more tourists, which brought you money. I remember laying on the beach planning this game out, and it all worked out so smoothly with implementation and gameplay. Unfortunately it only survived for a few weeks before it got zapped when my 50 MB harddrive had one of its hickups. - PC, DOS/DJGPP/Allegro (won't run under XP, haven't bothered to set up a useful DOS emulator) * Gravity - Something similar to Geometry Wars but reduced to Asteroids with gravity on top of a twisting grid * Creature - A simple attempt at neural networks, with one neuron... made a guy learn to walk out of the way of a falling anvil * Chess - Was going to make a chess game for experimenting with a computer opponent, but didn't get beyond graphics * Hack - Some kind of hacking game, fell through pretty much instantly * Balls - Reflective silver ball rendering, for pinball game that was never made * Planes - Fun airplane duel game made on a school-issued laptop at my grandmother's place, one of my more enjoyable games * Levgen - Attempted random level generator for platformers, ran into some problems which made it rather useless * Physcar - 2D side-on racing game like Action Supercross/Elastomania but with a car, used particles/springs, worked ok * Pinball - Failed attempt to make a "new" pinball game, probably had some issues with fundamental ball/flipper physics * RallyVox - "3D" racing on a rotating voxel heightmap, looked kind of cool but more of a technology test than a game * ShootEmUp - Classical sidescrolling shooter like Gradius, I don't think I got beyond a barren level + player ship * TPgame - I was obsessed with using my initials in all projects for some reason... Pretty good sidescroller+shooter in cave * TPstrat - Real-time strategy game set in space, you select/move/attack with your swarm of spaceships, not much else