Perspective forever

    Took another pass at this, and made a binch of thums and eventually came up with perspective I liked. Then I tossed into the perspective view maker and saved out some guides.   Then a little bit of time blocking out some of the shapes and it’s something I’m beginning to think works.   But now it’s time for some holiday cheer so perhaps things will be a bit slow for a while.  

BSDDoD! Reborn in 2014

The time to do this game has come.  So it’s gonna be done right.  No more Torque2D, Slick, or other homegrown from the ground, unproven frameworks.  Time to do it in something that’s got support, community, a track record and a workflow.  Aka Unity.  And while we’re at it, let’s make it 3D, physics enabled and extensible by the user to add new rooms to the pool of maze chambers. And let’s do it as part of this year’s OneGameAMonth … MORE

Flap mr dragon FLAP!

Ok kinda scatterbrained right now so, let’s just get back into the blogging spirit with a short list of accomplishments: Had to rethink some mechanics.. but the controls feel SO much better now. The actual performance of the dive and flap buttons are undergoing constant tweaking, but the sense of control is coming along superbly. Screen scaling is working.. but the size isn’t right on smaller screens.  I need to re-write the system to always maintain a specific horizontal distance … MORE

Happy Easter – Week end update

Busy busy week.. all freelance debugging and we development.. So not much progress on the game. Money rounding..  yeah.. lots of refactoring code. Moving some more UI elements into groups so they render in the proper order and can be switched on and off. Anyway here’s another beta.. # 7 now.

Stalls, Inertia and Progress

I’ve followed a ridiculous amount of indie and small developer projects over the last couple years and watched them just peter out and vanish into the ether.  Hell, I’ve started quite a few that have gone the same way.. unfinished paintings, games, websites, etc.  So why does this keep happening?  What can we do about it? Well.. It seems to be all about preventing Stalls and building Inertia to make manageable Progress. Stalls By ‘Stalls’ I mean it literally like a … MORE

The Fall Season!

Whoa.. after what feels like an absolutely morale crushing infernal heat wave that has more or less sapped all willpower for the last several months… it’s time to get the show back on the road. Here’s a peak at what’s been worked on.  More details as soon as I get more gameplay things put in.  And after a break to Javaland  it’s back to good ol TGB.  The upside is that things make so much more sense now.   Many … MORE

Setting sail against the winds of whim and staying the course

Wooosh… that’s the sound of another gale force great idea blowing around. Yup, they’re pretty much everywhere at this time of year. Annoying, persistent, unformed, and generally really exciting! The thing is, they’re always much more exciting and enticing than what you’re doing ‘now’. Especially if what you’re doing now is rewriting something you’ve done before, in a new engine. In the last 3 weeks I must have changed my mental description of what I’m working on half a dozen … MORE

Three Days

Three days.  That’s not a whole lot of time left. The list of cut features is growing on a daily basis, and new incidental bonus things are beginning to crop up. New Stuff: Music!  makes a world of difference New website area and working Facebook integration 4 final levels (6 more in development) new backend tools for tweaking text wrapping issues new bolt particles and images and tweaked effects improved dialog for failure 🙁 The Must Get Done List: more levels … MORE


Whoo.. what a week.. not very much dev time, unfortunately. I’m beat so I’m going to keep it to a short what got done list.. followed by a screenshot.. Bolt splitters are in and work.. (except for the rotation is a bit wonky) the Level editor and Level group editors are almost done The core applet is almost ready to parse all data from external sources. Tweaks to some particles. all the  Elemental nodes now are renderable in-game and have … MORE