Simplicity In Games

Last night I downloaded a game on the App Store, Phases: Infinite Zero. The game consists of you moving a bouncing ball left to right through a challenging course of traps and small puzzles. Ultimately, you want to get as far as you can, and beat the score of your friends. What is unique about this game though is that it doesn't contain any special art at all. What do I mean by that? Phases: Infinite Zero uses a simplistic style that anyone can emulate. The game is made out of simple shapes and colors. This includes circles, squares, and the occasional oddly shaped polygon. Trey Smith, the creator of the game, founder of Game Academy and Kayabit Games, uses PowerPoint for the creation of most of his games. I can easily tell that this is one of the games in which he used PowerPoint. The game that Trey probably…

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3 Amazing Game Development Tips & Tricks

Throughout the past week, I've come across three helpful game development tricks and tips I found on other game developers blogs. These tips vary from programming, to sound creation to even dealing with a bad game jam theme. I couldn't resist sharing them with everyone, so let's jump into the tips! Random Level Generation In Games I was reading Rami Ismail's Twitter recently and came across this blog post which details how Vlambeer created their random level generation system for Wasteland Kings. I found it very interesting to read and is making me consider using their theory for a few upcoming projects of mine. I hope you find it useful!     Read about it on Vlambeer's game development blog: http://www.vlambeer.com/2013/04/02/random-level-generation-in-wasteland-kings/ usfxr: Bfxr Built Into Unity 3D! While reading through Reddit, I stumbled upon this awesome Unity 3D plugin called usfxr. Usfxr is a audio synthesizer which is put directly into…

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Lost In Space: Game Dev Update – Now on GitHub & More!

Oops! So I forgot to hit "Publish" on Friday. So a lot of this stuff is completely out of date. My bad.  Another week has passed since I wrote my last game development blog for my hobby project, Lost In Space, so I thought it'd be a good idea to write another! Let's dive in! What's New! Not much has changed aesthetically, however I made the production of the game a lot smoother. To get started, I just started using Git/GitHub for version control. For the longest time, I never took the time to learn how to use version control properly and how to get it to work with Unity. However, I ended up finding out how to get it all setup and I'm really excited that I finally have version control for this, and all my current and future projects. If you want to check out the GitHub repo…

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Lost in Space: Game Development Update – 6/3/14

For the past few weeks I've been working on a small iPhone/iPad game called Lost in Space. In the game, you control an astronaut who has disconnected from their spaceship and is now flying through the infiniteness of space. You dodge asteroids, collect power-ups and try to see how far you can get before the inevitable happens. I had the idea for this game after watching the movie Gravity many months back, however I just haven't had the time to sit down and make the game. I thought the idea of an untethered astronaut could make a great infinite runner. Current Progress: Alpha As of right now, I am about 20 hours or so into the project. I've been tracking my progress through a modified version of a burndown chart, made for tracking just myself and the entire project at once instead of on a weekly basis. For more on…

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The Beginning of a New Table Top Game: Locked & Loaded

My good friend Erik Scott and I are working on a new table top game. I'm working on a blog post talking about it which should be up somewhat soon, but until then, here's the first concept for our upcoming game Locked & Loaded. Does anyone have any thoughts or speculation on what this game might be? ;) Stay tuned to my blog and Silver City Entertainment!

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2013 Recap – One Hell of a Year!

2013 has been one crazy ride. I honestly am surprised how quickly it went by and what happened this year. Easily said, it's been one hell of a year for me (and I'm sure many other people too). Compared to previous years, I've done so much in what seems like a little amount of time. I've released not one, but two successful games on the iOS and Android platforms, attended three awesome gaming conventions/events, worked on countless side projects and started a brand new company on the side, and I've also made a ton of great new friends. I'm surprised I have time to sleep! Global Game Jam (January) Global Game Jam was my second game jam competition I have ever participated in. I did it with two of my teammates from Play Nimbus, Mike and Adam. We worked on a game called Paranoia, which ultimately is a simple puzzle…

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Ludum Dare 28: Tumbling Towers – A Small Post Mortem

It's done. I completed my first ever Ludum Dare project. Over the course of roughly 48 hours, with the help of caffeine and little amounts of sleep, I finished a new game jam project, Tumbling Towers. Over that small course of 48 hours, I logged my progress through a variety of development blogs on the Ludum Dare site, YouTube videos and an entire stream on Twitch.TV. Here's a quick recap: What is Tumbling Towers? Tumbling Towers is a physics based, tower building game where you must build the tallest tower you can using only one type of material. There are three materials in the game: Wood, Ice and Stone. Each of the materials has their own attributes. Wood is very average, Ice is the lightest, but is a little bouncy and has zero friction (so it will slide on the slightest slant), and Stone is very heavy and falls very…

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Guest Blog & Interview: 100 Percent Indie – Student Team Play Nimbus Has The Wobbles

Back in August I did an interview with 100 Percent Indie about my game, Wobbles. I somehow didn't catch it when it went up, thus I didn't share it. During the interview, I talked about how we got formed as a team, the game development process, and much more. Head on over to 100PercentIndie.com to check out the interview! 

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