These are some of the tools, games, and projects I have worked on which I can talk about. Or will talk about.
Look, I’ve been around a long time. My first official game was a DIKU derivative MUD called Lost Legends. I started it when I was nine. I operated it until I was 14, incidentally. There’s no picture because it was all text-based and driven off of a terminal back then. MUDs, for the uninitiated evolved into gigantic monolithic games like Everquest and World of Warcraft. I played several popular MUDs back when MUDs were in their heyday. Now I see what modern MMO games have become and do genuinely wonder if they can’t do more.
AHH! Zombies! Run!
This was a fun little experiment in minimalism in games which I threw together in a week back in 2011. Basically it’s an auto-runner which features a number of neat toys like dynamic generation of obstacles and randomized pacing of spawns. It’s a very small game, one can get the scope of it in an afternoon – but that is because it’s clear to it’s purpose and doesn’t beat around the bush. The game is basically a trial in “how long will you last?”
It’s still available to play on Kongregate.
Tesla Breaks the World!
This is a strange little game. It was my first experience with Unity and it was far too bold. Unfunded, we spent several years on this project, and it was a bit of a passion binge for me. I really liked the concept and worked on everything from game design to technical documentation. I also set up a remote collaboration hub for the development of the game, which to my knowledge is still functional in some form to this day. It was cobbled together by a small group of starving artists, basically. It was my big release during the so called “Indiepocalypse.” Which is to say that it was very much a rushed game and a valuable learning experience. “Baby’s First Game” if you will. I wish updating it would have been possible but circumstance has forced me to move on.
The game itself is still available for purchase on Steam.
It’s a plugin for Unity that I made. It’s just a simple little thing, a 3D builder environment in which the geometry can collapse if the supports fail. All executing in real-time in Unity. I wanted to create a whole game around this kind of mechanic in multiplayer but the whole concept was so bombastic and out of control, rather than see the whole source go to waste I released it as a quickie Unity plugin. It was mostly an experiment to see what would happen – and I have sold a fair few copies of the source.
I want to get back in and develop the plugin more but I have been fairly busy lately and haven’t found the time. Still, it’s totally worth mentioning because I remember working on it made me feel like a million bucks.
You can try out the demo version here.
Games 4 Rent
I was supposed to make some kind of witty remark.