Category Archives: News

News fresh from the Pixel Squid himself!

GDC 2013

This year I came more prepared by printing out some business cards and planning out my day (since I still could only afford the $75 dollar student pass). I spent most of my day sitting in on talks and taking notes about various topics. Long story short, a few speakers mentioned how important it was that developers (that were applying for their companies) wrote about their thoughts and talked about things they work on. I’ve actually been meaning trying to do this for awhile but I never found myself to be that great of a writer nor been able to make time to write. However, you don’t get better at something be avoiding it so I’m going to try and write more here about my work and general thoughts about things happening in the industry.

I’d also like to mention that I haven’t put much work into Caved In 2 since the last post, mostly just been on and off work on the medal system. However I’m planning on getting at a good solid chunk of work done tomorrow. My current plan is to work on the game during my spring break, which happens to fall during the last week of April.

I’ve also been thinking about the rogue-like that I was planning on doing next, but I don’t think I’m going to go through with it. Such a big project is likely to keep me hung up for quite a long time and I’d much rather work on smaller, more manageable projects. I’m currently working on a space-dog-fighting-arcade game for one of my classes that I think I’ll continue with after Caved In.

 

Happy (Almost) New Year!

Thought I’d write this post now seeing that I’ll likely be MIA for the festivities tomorrow, heh. I took a look back at my new year’s resolutions from last year, which were:

  • Not die during the apocalypse
  • Finish GRIDNET and many other games
  • Move out
  • Get serious enough with TF2 to reach competitive level
  • Socialize more and meet new people
  • Excel in classes
  • Get a part-time job

I (and many others) survived the apocalypse so my first bullet point was a success (yay!). However, I didn’t really hit the other ones so much. Early last year, I dropped development of Gridnet because I was spending far too long on such a behemoth idea. It got to the point where I was stressing about it and actually not looking forward to working on it each day. On the bright side after I shelved Gridnet, I released  two games Infested Space and soon-to-be-released Caved In 2 as well as two open-source projects StatSystem and  TileLighting! So while it wasn’t “many” games, I did at least do a few! As far as a job, I got quite a few interviews for game development positions, although many of them didn’t pan out. However, I did land a contract gig with BulletProofArcade as a game play programmer which has been pretty neat so far. The other bullets on that list were never met, to say the least.

Looking forward, I would like to go through with the #OneGameAMonth challenge for 2013. However I’m not quite sure how it will pan out because this is my final year in college and I’ll likely get quite busy. Nonetheless I’m still going to try because I really would like to have some more games under my belt. I already have an idea for my first game and a few vague plans for later months. I’m hoping to touch on genres that I haven’t before (like puzzle and strategy) and maybe even utilize Unity.

I’m also hoping to walk away from GDC this year with an internship or job. Last year, many of the employers wanted students who were graduating soon so I didn’t quite fit the bill with two years to go. This year however, I’m going to have my fingers crossed and my business cards ready!

Anyway, here’s the New Year’s resolutions list:

  • Get a job or internship in the industry
  • Finish more games (honestly, when will this ever not be on the list)
  • Go through with #OneGameAMonth
  • Meet some devs at GDC this year
  • Finish school

Fun Fact: I finally got around to getting my driver’s license the day the world was supposed to end.

Happy Holidays!

I was just thinking about how I hardly post here anymore and that I should at least give updates to my current projects.

About two months ago I landed a contract gig with BulletProofArcade and I’ve been happily coding away. Coupled with school work, I’ve been quite busy especially since I’m now reaching the final year. However with the holidays here, I’ve been finding more and more free time (yay!) so I’ve picked up on my own projects once again.

I had been working on a Borderlands-inspired hunting game, but I put the project on hold to work on something smaller since I couldn’t find much time. So I’m currently working on a sequel to Caved In as I had been wanting to revisit the game for quite awhile now and it fit the bill in terms of my time budget. I don’t have anything worth screen shotting just yet, but hopefully I’ll get something ready for this #ScreenShotSaturday! I’m in the process of wrapping up world generation, so I should have something cool by then.

I’m also trying to get around to making some mods for the various games I own as well as some more open-source libraries. As a matter of fact, I have a few potentially useful libraries should be committed to github after some house keeping…

Update of Sorts

I’ve been quite busy in the past month! I’ve finally moved into a new place and have a quiet work space once again after two years. As you can imagine, I’m enjoying it tremendously. I’ve also been struggling to keep up with my classes which are now reaching the difficult (but fun!) subjects. In order to keep my game-developin’ urges at bay, I’ve been working on smaller projects:

I’m also now on my two week summer break, so I’ve decided to spend the first week working on a short game. Here’s a screen shot of my current progress:

I’m actually quite proud of the look I have going so far. It’s sort of a retro top-down/horror shooter with upgrades based on a space station and a probably generic story which is currently titled Dead Pixels. Hopefully it turns out to be something fun by the end of this week!

[Edit] I forgot to mention I’ve also been working on another project over the past month – an ASCII space-themed rogue-like. I’ve only gotten lighting and level generation in however, so it’s not quite screen shot worthy just yet.

New Look!

While I initially enjoyed my original layout for the first few months, I eventually began to feel like it was too cluttered and had too much going on. I personally like minimalistic and organized interfaces, so I had been brainstorming new theme ideas for a few months now. It wasn’t until this weekend that I decided to just blindly start working on a new theme without an initial sketch, which surprisingly turned out quite well. I also applied some of my new knowledge of CSS and how severs work to make updating/managing the site much easier in the future. For instance, I originally had copy and pasted the navigation menu onto each individual webpage. Which is okay for only a few pages, but it can get overwhelming with any more. Any small change would mean I’d have to change each and every page on the website. However, now I’m using Server Side Includes (SSI) for the nagivation which means I only have to edit one page for the changes to propagate across all of the affected pages. Yee!

I also like the new logo much more. Now onto business cards!

GDC 2012

After spending last year’s GDC watching from the outside wishing I was there, I decided to go this year! However I was totally unprepared for all of the awesomeness – it was quite overwhelming. Nonetheless, I got to meet a bunch of developers and hear what advice they had. I even sat in on a talk with Kim Swift, Andy Schatz, and other developers which talked about breaking into the industry. There was a lot of useful topics covered during the talk, but I felt the most important advice they gave was how important a portfolio of  games, open source projects, and even game mods are when applying to studios. So once I finish up Gridnet, I’ve going to be moving to games with much smaller scopes that I can turn them around a lot faster. I’m also going to focus on making a few mods for Skyrim as well as some mobile apps/games.

Hopefully by next year, I’ll have a nice portfolio that I can flaunt at next year’s GDC and get myself an internship! =D

I Own a Blog, I Should Use It

I’m going to attempt to write more often to actually make use of this website. Not just by adding more development posts but actually writing about things going on in the industry, other games worth mentioning, etc. The biggest thing keeping me from writing was mostly because of all the school work I’ve been dealing with, however this semester is fairly light so I will have more time to not only write but also work on games! I will have a post up soon regarding the status of Gridnet, which happens to have some exciting news.

On another note, I realized after the first week that my weekend jam idea turned out to be a little too much work for my schedule. Aside from Gridnet, I have a handful of other small projects I’m currently working on such as: stat system and path finding libraries/extensions for FlashPunk, my Minecraft plugins, a small Pacman-inspired game (which is just about complete), and another secret project. So I have plenty of things in the pipeline for the near future!

SOPA, PIPA, and The Internet Black Out

Today was the date of the “internet black-out” which was a protest of two bills crawling their way through congress right now – SOPA and PIPA (click here for more info). Google, Wikipedia, and many other websites participated in this protest by completely blacking out their websites or along the same lines. I myself blacked out my page for today and I also created a game for sopajam, which is an anti-sopa game compo over at Ludum Dare. After roughly 16 hours, I came up with SOPAOIDS. I took inspiration from bother Asteroids and Sophie Houlden’s Swift*Stitch.

On another note, I’ve been quite MIA from game development lately because of the extra load of course work as well as some personal problems. However, I feel rejuvenated after the sopajam, so I hope to pick up on GRIDNET here soon once I get some more free time. I’ve also started a StatSystem for RPG games or any games that need stats. I created it with FlashPunk in mind, so I suggest you pick that up as well if you plan on using my library. I’ll be adding to it more in the future.

Speaking of which, I really should update my Minecraft plugins and list them on the website as well…

Happy New Years!

New Year’s resolutions are not normally my thing, but this year my resolution is to make a set of resolutions! I’ve also realized over the course of this year how important it is to set goals for yourself as they provide the motivation and momentum for projects or even just getting through a day.

So here are some goals I’d like to reach by the end of 2012 in no particular order:

  • Not die during the apocalypse
  • Finish GRIDNET and many other games
  • Move out
  • Get serious enough with TF2 to reach competitive level
  • Socialize more and meet new people
  • Excel in classes
  • Get a part-time job

I’d also like to thank a few new people that I met this year: Chris Sinnott and Thomas Jackson for joining forces with me to make awesome games, Adam Randall for his kindness and generosity, and Dave Evans for helping me get started with Flash development. I’d also like to thank all of my friends for being there for me and making awesome memories as well as my Mother for being the best mother possible. Last but not least, I’d like to thank Michelle Chang  for everything that she has done for me.

Happy New Years to all and I hope we all live through the 2012 apocalypse!

Merry Christmas!

I actually hadn’t planned on doing a game this weekend because of Christmas, but someone came to me with a small game that I agreed to help put together. It’s not complete yet, but I hope to have it done sometime this week.

On another note, I’ve been working on a platformer engine for use with FlashPunk which is being used in the aforementioned game. It’s note quite complete yet (and far from properly documented) but I hope to have it available soon. I’m working on it for several reasons: experience with platformers/engines, use for future projects, and to give back to the FlashPunk community.

Until then, everyone have a fantastic Christmas!