Saturday, December 8, 2012

Portland, Oregon

As of next week I'll be in Portland, Oregon. I've wanted to live there for some time but kept getting reeled into interesting things here in Phoenix. I also have some good friends there as well that I've done great at keeping in touch remotely. However, the main reason for moving is because the wife just can't handle the climate here, and basically stays locked indoors for 8 months out of the year.

I was willing to let go of my current and awesome job doing educational game development for ASU to make this move, but was really sad to do so. I expressed interest in working remotely and they decided to allow me a trial for two to three months. Needless to say I'm pretty stoked. This is just about all I could ask for in terms of employment and location of living. Working remotely has its benefits as well - no more commutes, I can play games at lunch if I like, etc.

I will be moving away from a lot of really good people, but fortunately most of these people I know personally I can spend time around in various ways online or even at work. I know that's not quite the same but it's certainly better than nothing.

With a job in tow the move is something I'm really looking forward to, and it's only a week away. Now if only I could get packing!

Wednesday, May 9, 2012

Star Skirmish

After some crazy work hours I'm finally able to put some time into my own game a little here and there. Destroxels is feeling really difficult due to how complicated networking can be. I'm trying to make a simpler single-player game. A single player game needs AI and dynamically built games seem like they would be easier in 2D, so I decided to make an asteroids rogue-like. Let's see if I can do anything useful with it.

You can check out the game itself at the Star Skirmish page.

Wednesday, September 21, 2011

Peaks of DOOM

Using the awesome power of Perlin noise, I bring forth the Peaks of Doom!
Watch your step!

Thursday, September 15, 2011

Destroxels Update - More artwork

Not a whole lot this update, except for unifying the theme of the game a bit. I've added better rockets, a good rocket launcher model, and some spiffy particle effects. I think the rocket launcher is done now.
Voxelized Explosions

Tuesday, July 19, 2011

Destroxels Update - Rockets

The rockets fired from the rocket launcher now has a whole new voxel model!

This is all thanks to the editor I made, with tons of help from David Koontz. The editor is a long way from being great, but it's somewhat workable at the moment at least.

Clicking in the yellow area adds cubes at that level. Scrolling changes the editable level

You can try out the new rockets in the Destroxels page.

Wednesday, June 29, 2011

Destroxels Update

  • Players are removed when they exit

  • Serving a game no longer requires a restart in order to rehost

  • Better rocket template - more cubes destroyed on impact!

  • Life displayed

  • Lava ticks life down properly

Give the new version of Destroxels a spin!

Tuesday, June 28, 2011


I'm keenly aware that I have a lot of games listed on my site and most/all of them are unfinished and are lacking the polish of a completed game. I decided Make Daybreak was getting too difficult and that I needed to scale it back without throwing away my initial investment. To that effect, I've created Destroxels, a multiplayer game from the start. This is mostly a down-and-dirty deathmatch game like Baboviolent but it takes place in a voxel world that's highly mutable. So far I have a rocket launcher but I'd like to add in other weapons that deform or even add terrain. The game is almost completely playable, so I'm about to claim a victory on this one.

This is where you can play Destroxels.