Portland Retro Gaming Expo


I spent the day at the Portland Retro Gaming Expo, showing off One Ship Two Ship Redshift Blueshift.

This was my first time showing the game at a big American venue. It went quite well, despite a game-crashing bug that crept in during a routine update of some backend libraries. One more reason to avoid changing anything unless absolutely necessary.

I spent a little time this week creating a custom build for this event. I added a local leaderboard, adjusted the defaults, and generally tweaked things to force the single-player experience through what I think is the most appropriate difficulty curve. Having finished the day, I can confidently say that this was a waste of time. The two-player experience is vastly superior, and the majority of the players were joined by a friend rather than competing against the AI.

I need to remember this lesson: focus your energy on your strengths, don’t waste time fighting your weaknesses.

Overall the conference was great. I met a ton of local gamers, a handful of developers, and finally got to meet the fine folks of PIGSQUAD. This is exactly the reason I moved to Portland and I couldn’t be happier.

For the Trees

5229-shot0-1450061384-png-eq-900-500Ludum Dare 34. The theme was “Growing”.

I started out making a shooting game set in a forest. At some point I decided to take a different approach, removing the gun in favor of a watering cannon. Instead of killing the forest invaders, you get to tend to the forest yourself, and

I continued to explore a new artistic style, adding a second layer of animation the world by switching between multiple hand-drawn frames rapidly. It’s amazing how quickly this cheap trick can imbue everything in the world with a sense of life, letting things ebb and flow and pulse and breathe. I think I’ll continue down this path and see where it takes me.

Play the game on the original Ludum Dare entry page: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=5229

Monster Garten

monster garten

Ludum Dare! I love Ludum Dare. This game is called Monster Garten.

This time around, I ditched Unity in favor of haxe flixel. Flixel’s expressive ability in code is so refreshing. By eliminating the GUI from my workflow, I’m left to model relationships in the one place I feel most at home: my text editor. I’m a programmer at heart. I love approaching game development from such a code-driven perspective.

Play it here: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=5229