Schedules Schmedules

Posted Sept. 21, 2014, 7:50 p.m.

Hey! Quick project update - after looking at the list of games I was intending to expand upon (Cliff Hanger, Mini Dungeon, and Rhythm Grocer), I realize that those projects already demonstrated the core concepts that I had intended. Most of the things I wanted to add to those games were polish or extra features... With the growing list of game ideas I'd like to try out, it makes more sense for me to move on and break new ground. The things lacking from those unfinished projects (sound, animations, etc.) are things I'll do my best to include in ...

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Cliff Hanger

Posted July 19, 2014, 11:21 a.m.

Cliff Hanger is an incredibly generic and copyright-infringing working title for the game I'm making to play around with procedural generation. The goal of this project is to incorporate strategic elements like equipment and resource management into a turn-based game without it becoming a dungeon crawl. To get away from the feel of roaming a dungeon, I thought it would be interesting to flip the typical turn-based strategy perspective by making it vertical. Rock climbing seemed like a theme dramatic and concrete enough to inspire some game mechanics I haven't worked with before while providing that verticality.

While ...

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More on Tile Swapping

Posted July 3, 2014, 10:01 p.m.

After playing a bit more with tile swapping, I realized that the logic used to match up lines like roads and fences is very similar to the logic used for matching up filled shapes like terrain in an RPG or solid shapes in a platformer. The only real difference is that filled shapes need to look at surrounding tiles that touch on diagonals rather than just adjacently. Anyhow, I was able to extend the logic in the Stencyl behavior to fill shapes as well as detail the edges. The tile sheets I've been able to find online are often ...

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Six Month Recap

Posted June 23, 2014, 7:51 p.m.

After cranking out six games in as many months, it seems like a good time to review what kinds of games I ended up making, how they could have been better, and focus on what kinds of games I'd like to make in the months to come. It feels like way longer than 6 months since I started doing game jams, probably because ever since I got a little more involved in game development it's what I end up thinking about most.


In December 2013 I made Molten Progeny, a WASD/Mouse score attack shooter. It was ...

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Promises and Secrets

Posted Feb. 14, 2014, 10:21 a.m.

A few posts ago I started rambling about where I'd like interactive media to start exploring more, and mentioned that replicated social interaction interested me. Though there's no substitute for real social interaction, there also aren't many ways around interacting with NPCs in games. Sometimes they add flavor to the world, sometimes they give you quests, and sometimes they just serve as store fronts. If you have to interact with a fake person, why not make it interesting?

I've started working on a content pack for Shadowrun Returns that incorporates some of these concepts - partly because ...

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Molten Progeny Post Mortem: Repost

Posted Jan. 12, 2014, 3:46 a.m.

I thought it would be good to give this post-jam wrap-up a permanent home here. You know, for posterity.


I never imagined that my first game project would be called "Molten Progeny." To me it sounds like melted baby, but when we named it we were too tired to come up with a more elegant description of what this project is about. Molten Progeny is a game about a phoenix atop a volcano desperately trying to protect her egg from hungry reptiles. Thematically, she only gets one egg.

It's not surprising that the first jam game I was able ...

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How do I make mediocre stuff like you?

Posted Jan. 5, 2014, 6:54 p.m.


What I've learned over the years is that you can accomplish a lot with your free time. It took me years to let myself use that time for hobbies as time-consuming as programming, but that's the main point - you have to give yourself permission.

It's easy to say "who am I kidding?" or assume that others view your work as sub-par. Most people think they have nothing to say to the world, and so never attempt creative expression. Let yourself do so and you'll see that working on your own projects is extremely rewarding, teaches ...

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