Archive for the ‘Game Development’ Category

Space Barnacle: What a Terrible Fate… to be Reborn in Space

Friday, September 28th, 2007

I’ve been hard at work for approximately the last month, creating a game. Space Barnacle is the end result: an ultra-violent pixellated platformer modeled in the 8-bit style.



The project came about as a result of a B-Game Design contest, hosted by the excellent Independent Gaming Source community, and writing it has been some of the most fun I’ve ever had in game developemt.

I wanted the game to feel like a long-lost budget title, perhaps developed for the NES or Commodore 64 somewhere between 1989 and 1990. Thus, the native resolution is 288×180 pixels, and most of the characters are a mere 16 by 16 pixels square.

My friend Kevin shared pixel art duties with me, and we tried to work from a limited 55 color NES palette. But we took some liberties, taking advantage of additive blending, parallax scrolling, and particle effects for blood and vomit explosions.

The music is composed entirely of chiptunes in Amiga module format, emulating the sound of the Commodore 64′s famed SID chip, and we were lucky to be able to include compositions by Reed Richards, among others.

In developing the engine, I was intrigued by the approach of Knytt, Within a Deep Forest, and Lyle in Cube Sector, which all used the rapid development environment, Multimedia Fusion.

Coming from a background of Mac OpenGL development, building a game in this environment was quite a shock. It both saved time, and caused endless frustration, as the method for logic control is completely insane.

In the end, I’m pretty pleased with what we came up with. We’re not done working on the title, and I’d really like to come up with a solution for an OS X port. I’ve been trying to hack together a little encapsulated Wine Binary Launcher for the game– sort of a low-rent version of Cider. This would have the added benefit of potentially bringing some other great indie games to the Mac.

Until then, Windows users can play the game natively, and Mac users can play pretty adequately through CrossOver, which has a free 60 day trial.

Wacky Mini Golf

Friday, April 20th, 2007

Dan Labriet has released his latest masterwork into the indie Mac game scene. It’s a highly polished 3d mini golf game, with a number of cool features.

My favorite is its iSight integration, which allows you to snap a photo to be used on your golfer’s avatar. The game also takes “polaroids” of significant events in your golfing exploits and saves them to a gallery for later viewing.

You can select these photos to e-mail, print, or upload to an online gallery on Dan’s site– all from within the game.



Wacky uses Newton Game Dynamics to handle physics, and it’s fun in and of itself to figure out what obscure corners of objects you can hit to send your ball flying in a preposterous path.

Graphically, the game sports a fur shader, depth of field, reflective water, and flowing lava with bloom lighting The player models are skeletally animated using Cal3D. But what’s most impressive is that Dan did all of the art and programming solo.

If only he’d used my story concept: You versus a cargo cult of mini golf worshipping cannibals..