Game Overview – Snipey Swipey

Whilst the city slumbers, the robo-goon menace patrols the corridors of the world’s biggest corporations. Piles of loot are just waiting to be taken, but going it alone as a frail thief could be quite dangerous. Having a partner with a sniper rifle on a nearby roof to watch your back should help even the odds…


Snipey Swipey is the newest title I have been working on alongside the game’s lead designer, Cass Marshall, of e-sports journalism fame. As the lead programmer, I will hopefully be able to get a prototype of this thing thrown together by the end of the month but, knowing me, I bet development spills over into March or even April as I refine some mechanics to an obsessive degree.

What is Snipey Swipey?

To put it into genre terms: Snipey Swipey is going to be one part stealth platformer, one part shooter, and two parts puzzler.

(First) the player will choose a building to heist from a stage-selection screen.

(Second) The player will be given control over both the thief who will be sneaking their way through the stage stealing loot, and their sniper partner who has a view of the whole building and can take out the robotic mooks from afar.

Should the thief be caught by the patrolling robots, the stage ends and the player will have to try again from the start.


The Challenge/Goal

The challenge I am looking to accomplish by making this game comes in the form of merging two completely different game genres – shooter and stealth platformer – to work alongside each other synchronously. This means that the player will have to split their attention between both platforming and protecting the platformer. A mistake on either end could make the game far harder on the other, so the goal is to get players to play the game as perfectly as possible.

As the programmer, however,  I have to be on the player’s side and plan on giving them as much of a fighting chance as I possibly can.


Generation IV – Pseudo3D

Put some basic sprites into the game with really basic animations, but I also created some logic that would prevent the player from colliding with “background” objects unless they were on a y-axis that was greater than or equal to the “background” object.

This means that, if the player is underneath the center point of a physic object’s collider, the player will not collide with said object. If they are on the same level or greater than the object in question, however, they will collide with the object.

This further gives the illusion of 3D space in a 2D environment.

Generation IV – End of January Update

It’s hard to believe that we have come such a long way in such a short amount of time.

The Generation IV RPG project was started near the beginning of January and since then we have already managed to put many of the core platforming features into the game. While there is still plenty to be done and many of the mechanics are in need of polishing, I’m very happy with this first step into the realm of indie-game development and have been having a blast putting this project together.

To all of those who read this, thank you.

Thank you so much for all of the support, feedback, memes, and assistance you have offered me this past month. In time I hope that this game will live to be an enjoyable experience for you all.

What to Expect From TKC

Hello folks!

I am Jacob “Telekinetic Criminal” Deming and I am an independent game developer. That’s right, I am following the career path of champions and attempting to create something enjoyable from the ground up. Cause, you know, that always ends well.

Anyway! My background was not originally in game development at all. In fact, I was a Journalism and Media Studies major back in college. I studied the gaming industry, the psychology of virtual spaces, and sociological impact of video games during my schooling but knew next to nothing about how to actually develop a game. After graduation, however, I realized that I wanted to try and make games for a living and thus tried to break into the production side of the industry.

It did not work out well.

So I decided to sit down and spend some actual time learning how to code. I joined a coding boot camp. I purchased and worked my way through many a game development course online. I became a contractor in the web development industry. I read book after book after book on C#, C++, Unity, Unreal, and RPG Maker. And I did all of this in order to make myself a more desirable candidate in my dream industry.

How did round two of the gaming job search go?

Eeeeeehhhhhhhh… I need more experience.

From what interviews I have faced thus far, it seems that most studios want you to have about two to three years of development work under your belt before they’ll think about hiring you. Problem with getting that development experience, however, is that you need someplace to start and there are far fewer entry-level game development jobs than you might originally think. This means having to get creative and improvise.

The way in which I have been doing this is by taking on both web and game development contracts whenever I can. I’m not able to talk about them in all that great of detail thanks to the numerous NDAs that I have signed, but I am still getting experience nonetheless.

I do want to be able to show SOMETHING off, however, so thus we come full-circle back to my decision to become an independent game developer.

I shall make my own experience!

Soon I will be joining the IGDA, making a small game every month, and also throwing my hat into a few different game jams whilst continuing my contract work. I’ve also already begun working on a Sidescroller/RPG by the working title of “Generation IV” which I plan to develop into an issue-based series. It may not look like much right now – most likely due to my lack of drawing talent – but the code and mechanics are coming together quite nicely I think.

So… What can you expect from me?

  • At least one post per week on current developments in my quest to become a game developer and/or my current projects
  • A small game every month. Sadly I cannot promise they will all be high-quality but I will certainly try my very best.
  • Regular updates on the Generation IV game that I working making
  • Development streams and possibly even tutorial/development videos
  • My announcement that I am now a full-time member of a game development team

That final point is our end-goal, folks. There is nothing I want more in this world than to become a game developer and there is nothing that is going to stop me from accomplishing that dream. More than anything else, I can promise you that.