Prison Escape: Game from IGK Compo

2012-04-03 18:50

Yesterday I came back from IGK conference (Engineering of Computer Games) in Siedlce. Among few interesting lectures and presentations it also featured a traditional, 7-hour long game development contest: Compo. Those unfamiliar with the concept should know that it’s a competition where every team (of max. 4 people) has to produce a playable game, according to particular topic, e.g. theme or genre. When the work is done, results are being presented to the public while a comittee of organizers votes for winners.

As usual, I took part in the competition along with Adam Sawicki “Reg” and Krzystof Kluczek “Krzysiek K.“. Topic for this year revolved around the idea of “escape” or “survival” kind of game, so we designed an old school, pixel-artsy scroller where you play as a prisoner trying to escape detention by running and avoiding numerous obstacles. We coded intensely and passionately, and in the end it paid off really well because we actually managed to snatch the first place! Woohoo!


A whopping amount of 15 teams took part in this year’s Compo, so it might take some time before all the submissions are available online. Meanwhile, I’m mirroring our game here. Please note that it uses DirectX 9 (incl. some shaders), so for best results you should have a non-ancient GPU and Windows OS. (It might work under Wine; we haven’t tested it).

File: [2012-04-01] Prison Escape  [2012-04-01] Prison Escape (5.8 MiB, 1,911 downloads)

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Author: Xion, posted under Events, Games, Programming »

4 comments for post “Prison Escape: Game from IGK Compo”.
  1. skrzeczowas:
    April 4th, 2012 o 11:22

    Congratulations. I envy of your skills, passion and English :) Regards, Paweł

  2. Robin:
    April 5th, 2012 o 18:20

    Since I’ve just started playing with SDL, would you mind posting source code of this game to deep analysis? I’m sure it may increase my understanding of this matter :)

  3. Xion:
    April 5th, 2012 o 18:45

    @Robin: The game doesn’t use SDL, it’s just pure DirectX with a thin framework on top which does only basic stuff (mainly loading sprites, drawing them, and handling input). As for publishing source, it is possible that we (i.e. my team) will continue development and port this to mobile, so I cannot release code at least for now.

  4. Robin:
    April 6th, 2012 o 19:14

    Ok, thanks anyway.

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