Quest For Stick


The game can be downloaded at the Global Game Jam site or here as an msi installer.
The source is available as a Mercurial repository at BitBucket


Quest For Stick was made as part of the Global Game Jam 2010, from January 29th to the 31st with a team of 7 people. The idea of the game is that you can destroy objects in the world and get totems, which are, actually, their collision geometry. You can then rebuild the collision geometry to create platforms or (if you want, the original object. The game ends with an awesome boss battle and you eventually getting the stick.

To see the game in action, check out this YouTube video, or subscribe to the game's twitter feed. You can find more information about the game and the team at our Global Game Jam page, and read a post mortem of the event on my blog.


Quest for Stick was made with the AngelXNA prototyping engine, an engine that I helped port from it's C++ version to XNA. This was AngelXNA's first jam test run, and I think it held up pretty well. Even team members that were unfamiliar with AngelXNA (meaning everyone but me) came up to speed with Angel fairly quickly, though it did help that I was there to help them out.

The actor and physics frameworks helped immensely as most of the AI but also found that Angel's actor framework helped him code the boss AI fairly quickly. did the messaging / switchboard functionality. Zhunping did


Original Concept: Jeff Ward & Amanda Cosmos
Programming: Jeff Ward, Kate Baxter & Zhunping Zhang
Art: Jeff Himmelman, Aaron Artessa & Amanda Cosmos
Music & Sound: K. Adam White

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