Introduction
Space Ruckus began as a simple yet complex idea. How awesome would it be to design your own computer game? In 1998, I (Mike Haley) imported Klik & Play from Europe. It was one of the world's first consumer-level 2D game design tools. With it, I designed a quick (and quite ugly) game that would become known as Space Ruckus. Over the years, I developed several sequels, and wrote many stories that expanded the universe. In 2003, I had an even more ambitious idea. I wanted to leave the homebrew scene behind, and develop a fully 3D game. Space Ruckus: The Great Invasion was born... more or less.
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