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All the Happy Animals

Posted June 19, 2017, 9:59 p.m.

I've been feeling frustrated and creatively stagnated lately. I feel like the most exciting thing I've worked on lately was 4000 B.C., which was an electric technicolor blur of alien-blasting blasphemy. Since I've been learning Phaser to explore different game making tools, I decided to work on a little game to apply some of the stuff I've learned and funnel some of my frustration into something quasi-productive. The idea for it came from a similar place as 4000 B.C. - frustration with religious dogma - but this one is made to focus on religious extremism. Flipping ...

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Career Changes And Stuff

Posted Feb. 6, 2017, 8:46 a.m.
tags: Personal

A whole lot has happened in the last few months! Here's a brief summary:

  1. The biotech office I was working in closed down, so I got laid off

  2. Moved back home to hang out with my family and friends more

  3. Started doing independent projects full time

  4. Found some freelance projects to help me develop my Unity skills and pay the bills

  5. Spent a couple weeks in Ireland on vacation

  6. Got hired as a programmer for a small game development studio

That's right, I'm now a corporate sellout trading my dreams for a 401k! Seriously, though, I'm ...

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It's Jesus on a Dragon!

Posted Sept. 3, 2016, 2:24 p.m.
tags: Game Jam , Unity

Ludum Dare 36 was last weekend, and I made a game! The theme was "Ancient Technology," so I really wanted to do something with a tech tree.

We were brainstorming what we could do with that when my audio guy, Will, was like "What if it's Jesus... on a dragon?" We all had a laugh, but then decided to run with it. The premise of the game is that humanity has lost all of its technology so Jesus has to recover it. The twist is that it's a young Earth, so it's only been around for 6000 ...

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Progress on Echoes of Indigo

Posted Aug. 6, 2016, 12:04 p.m.
tags: ScreenPlay

I haven't been able to work a whole lot on the Echoes of Indigo project in the last couple of months, but I can at least share where I am with it. The general plan is as follows:

  1. Outline the dramatic arc

  2. For each phase of the arc, outline the choices players make

  3. Edit and playtest

  4. Edit and playtest

  5. Edit and playtest

  6. Write the actual dialogue for each scene

  7. Edit and playtest

  8. Edit and playtest

  9. Edit and playtest

Step 1 was pretty easy. It's the big picture sort of stuff that you already have a good idea about ...

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Spinning Plates

Posted Aug. 6, 2016, 11:31 a.m.

Man, the last few months have been crazy! Had to move a couple of times, and have needed to replace two cars! X[ Needless to say, I haven't made as much progress as I would have liked on my various programming projects... But here's what I've done anyhow!

I started working on two game prototypes, the first of which was a timing puzzle. A lot of puzzle games use spatial reasoning (e.g. Tetris), but there aren't that many that use temporal reasoning so I wanted to play around with that idea a bit. Essentially, given ...

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