This is an American dub of the Korean bootleg Gundam series called Space Black Knight. The American version is called either Captain of Cosmos on DVD or Johnny Destiny – Space Ninja on VHS.
It features a mixture of the characters from Mobile Suit Gundam, who were clearly looking for work after MSG was cancelled. If you like space adventure nonsense, or would like to see Char Anznable fighting Sayla Mass, it is worth a watch for novelty only:
It has more of a Leiji Matsumoto feel than anything else. It just shares characters with MSG (including a green Dozle Zabi, what the fuck).
Went to a 72-hour games development jam last weekend. Learned a lot about the Unity engine, and development. We got our game made, which I was pleased with. I ended up meeting some people who were in my college a few years below me, and I teamed up with them. We ran into the usual problems: scope and collision detection. You really are better off making something as small as possible. We did have some successes with the other assets: the game looked quite nice, and proved to me that art and sound assets can make a shitty platformer with simple puzzles play well.
When I was younger, I did want to make games but had absolutely no idea how to develop the skills to code. I read a lot about design philosophies, mechanics, and some terminology. I was also able to script and plan how events would take place. I mostly wrote stories for them.
There were going to be three:
A tactical turn-based RPG that focuses on managing social ties to have your squad perform better, and develop their skills. Story was roughly this: a conscript returns home after his national service, and murders someone to keep a secret. He goes on the run. He meets up with disabled war veterans, punks and disposessed aristocrats, who start a revolution against the government. It’s a top-down turn based tactics game. You would have a chance to react to enemy movements with suppressive fire, and characters could be linked together into a squad that was more effective. It’s set in 1930s Dieselpunk Europe.
Punks would hate vets. Vets would hate aristocrats. Aristocrats would hate Punks. Managing these personality conflicts and finding common ground between factions in your squads would take up the story.
Characters’ individual morale would play a big part – with punks needing to be close to others to feel comfortable, some characters panicking more easily, and “friendly fire” if the conflicts are not managed.
If managed correctly, the squads you chose would develop cohesion, and there would be enjoyable character interactions.
No Love Lost
A cyberpunk sandbox game set in a decaying Russian city in the 2050s. Your character starts in a waste compacter and has to escape before they are crushed. They have lost all their memories and abilities, but have only a song in their head. They seem to be a cyborg.
When they get on the street, they start to have options: help someone being mugged, or aid the muggers. As they grow in influence, they have the option to rebuild the city block by block. The character can be authoritarian or liberal. They can also be be benevolent or exploitative. The city, your zone of control and the events that happen will be changed by your choices.
The character rebuilds themselves and their memories. A third world war happened a decade ago – most of the movers and shakers in this city are cyberised. There are few people under 30. There are rumors of a technological singularity that started in this city, but something stopped it. Getting out of the city is almost impossible- there is a cordon, and the city is isolated. But new cyborgs come in every day.
As the game develops, and the character recovers their abilities, the machine that started the singularity contacts him, and tries to get his aid. In the city, the machine could recover her power, then take over the world. All those who had been cybernetics, and all machines could rejoin the wider world. A second plotline starts: should you pit your city against the world? Or should you fight the nascent machine god for humanity’s sake?
WWI/Irish Rebellion First Person Shooter
Two brothers from Liverpool fight in WW1 for different reasons: one fights for Queen and Country. The other fights in Dublin City for a free Irish republic. They stay in contact by letters. The actions of one brother affect the other brother’s levels. Ultimately, the player has the chance to end their fighting, or choose one story over the other. Both will have to face the bitterness of the War of Independence, and the Irish Civil War that followed.
The brother in Europe contends with trench warfare. The brother in Ireland must scrape together enough shotguns, pikes and potatoes to be in with a chance of holding out against the British.
It was going to be made for the 1916 centenary of the Easter Rising that kicked off Irish independence. Still possible!