Game development

Games are my passion. Since I got my first computer I started writing games. As a matter of fact, I wrote the first game on several pieces of paper during the summer vacation, a few months before I got my first PC. I simply couldn't wait...
Currently, I am working on establishing a game development studio. If you would like to join a team, don't hessitate to contact me.
DOS era
Back in DOS years, at the time when windows used to be openings in walls, mice usually lived in holes in such walls and black&white monitors were latest technology (previously they were green&white, or amber&white), I was thrilled with the fact that GW BASIC supports graphics.
The first experiments with audio and video I performed on PCs in my high schools: Tandy 1000 EX XT PC, 4.77 MHz, 256kB RAM, CGA graphics, 12" green monitors, 360K 5.25" floppy drive, no hard disk.
In 1990, during the summer ferries, I started writing my first game on sheets of squared paper, months before my first PC arrived home from Germany, after travelling a few thousands kilometers. It turned out that game worked with just a few corrections. It wasn't much fun to play, though.
Soon I discovered enchanting world of Borland Turbo Pascal - ingenious revolutionary compiler and integrated development environment – the predecessor of even more ingenious Borland Delphi.
It turned out that Turbo Pascal not only generated compact and fast executive code, but also has a great graphics library. Soon I developed Picasso – drawing tool which supported both vector and bitmap graphics and printing, which brought me second place on the high school programming competition. This led to Plink – break the wall game (which I, unfortunately cannot find anymore), followed by many other games in both text and graphics mode.
Screenshots
Windows era
At the time Windows became broadly popular, starting from version 3.0, games were still mostly written for DOS. Of course, there were some games made for Windows, but nothing more complex than Solitaire.
Since mid '90s, Windows 95, together with DirectX and first graphical accelerator cards (such as Voodoo and Voodoo2) moved the gaming world to Windows, where it still stands.
One of games I developed at that time was Giles the Chick. The game was originally designed for playing in live TV shows, using DTMF tones from viewers' phones for navigation. Unfortunately, the game was never released due to slow development, since three of us who were developing it lived in different cities at that time and we communicated only via email. Too bad, since those kids who tried it still love to play it, even nowadays.
The author of 2D graphics and animation was Ivan Grujicic and Marko Guberinic created 3D animation.
Screenshots
Puzzle Adventure Game Engine
My recent game project, and also my M.Sc. thesis in the Faculty of Electrical Engineering in Podgorica, Montenegro, is P.A.G.E. – Puzzle Adventure Game Engine.
P.A.G.E. is the free platform for easy development of on-line puzzle adventure games, without the any programming knowledge. It is completely based on free open-source technologies, such as HTML5 (originally Flex) and XML.
P.A.G.E. already won the "Most Practical Invention" award at the inventors' competition in 2012.
Several games were already implemented using P.A.G.E. Currently the most popular is the game Mathematics 3, which helps kids in 3rd grade of elementary school to learn mathematics. It is being constantly updated with new lessons.
Although fully functional, the documentation is to be written in order to make it open for everybody. GUI would be the next step to make P.A.G.E. more accessible to anybody. Hopefully, I'll manage to find time for this soon.
Screenshots
Links
Clockwork Briefcase
I am currently working on a crazy award winning electronic game Clockwork Briefcase. It is the electronic bomb defusal game. It is a cooperative multiplayer game which simulates a real electronic bomb in the briefcase.
We are now working hard on our crowdfunding campaing. Please follow our Facebook page for updates!