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	<title>Doomlaser</title>
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	<link>http://doomlaser.com</link>
	<description>step out of the kill radius.</description>
	<lastBuildDate>Sun, 01 Jan 2012 23:58:24 +0000</lastBuildDate>
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		<title>Game Videos</title>
		<link>http://doomlaser.com/game-videos/</link>
		<comments>http://doomlaser.com/game-videos/#comments</comments>
		<pubDate>Sun, 01 Jan 2012 23:34:18 +0000</pubDate>
		<dc:creator>mark</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Random]]></category>
		<category><![CDATA[games]]></category>

		<guid isPermaLink="false">http://doomlaser.com/?p=158</guid>
		<description><![CDATA[I thought I&#8217;d start the new year off with a few videos that feature some of our recent game work. First up is a video of someone playing Braindead. Next up is Hot Throttle. This is a funny story. Back in May, I was out in Williamsburg to show Hot Throttle at Babycastles. There happened [...]]]></description>
			<content:encoded><![CDATA[<p>I thought I&#8217;d start the new year off with a few videos that feature some of our recent game work.</p>
<p>First up is a video of someone playing <a href="http://doomlaser.com/two-games-for-the-igf-pirate-kart/">Braindead</a>.</p>
<p><object width="450" height="335"><param name="movie" value="http://www.youtube.com/v/NFqmhn9NGNM?version=3&amp;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/NFqmhn9NGNM?version=3&amp;hl=en_US" type="application/x-shockwave-flash" width="450" height="335" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Next up is Hot Throttle.  </p>
<p>This is a funny story. Back in May, I was out in Williamsburg to show Hot Throttle at <a href="http://babycastles.com/">Babycastles</a>. There happened to be a German/French TV crew out there from Europe&#8217;s <a href="http://www.arte.tv/">Arte TV</a> and they produced this segment. I sound much classier talking about <a href="http://cactusquid.com">Cactus</a> and man-cars in French.</p>
<p><object width="450" height="259"><param name="movie" value="http://www.youtube.com/v/2kwIIgAXnvM?version=3&amp;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/2kwIIgAXnvM?version=3&amp;hl=en_US" type="application/x-shockwave-flash" width="450" height="259" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Finally, here&#8217;s a segment from PBS on the cultural relevance of videogames in the modern age. About halfway through, Hot Throttle makes an appearance. </p>
<p><object width="450" height="259"><param name="movie" value="http://www.youtube.com/v/w0ERL20lr1U?version=3&amp;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/w0ERL20lr1U?version=3&amp;hl=en_US" type="application/x-shockwave-flash" width="450" height="259" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>That&#8217;s it!</p>
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		<item>
		<title>Two Games for the IGF Pirate Kart</title>
		<link>http://doomlaser.com/two-games-for-the-igf-pirate-kart/</link>
		<comments>http://doomlaser.com/two-games-for-the-igf-pirate-kart/#comments</comments>
		<pubDate>Mon, 17 Oct 2011 11:02:28 +0000</pubDate>
		<dc:creator>mark</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[games]]></category>

		<guid isPermaLink="false">http://doomlaser.com/?p=133</guid>
		<description><![CDATA[It hit twitter the other day that a bunch of indies were banding together to bundle up a slate of games into an IGF Pirate Kart. This inspired me to polish up a couple short games that I&#8217;ve never released before. Braindead The first is a one-button platformer that I originally put together for Gamma [...]]]></description>
			<content:encoded><![CDATA[<p>It hit twitter the other day that a bunch of indies were banding together to bundle up a slate of games into an <a href="http://www.glorioustrainwrecks.com/node/1966">IGF Pirate Kart</a>.  This inspired me to polish up a couple short games that I&#8217;ve never released before.<br />
<a name="Braindead"><br />
<h3>Braindead</h3>
<p></a></p>
<p>The first is a one-button platformer that I originally put together for Gamma 4. You have no direct control over your character.</p>
<p><img src="http://doomlaser.com/images/braindead1.png" alt="What news of my son?" /><br />
<img src="http://doomlaser.com/images/braindead2.png" alt="braindead screenshot" /><br />
<img src="http://doomlaser.com/images/braindead3.png" alt="braindead screenshot" /><br />
<img src="http://doomlaser.com/images/braindead4.png" alt="braindead screenshot" /></p>
<p><b><a href="http://doomlaser.com/downloads/braindead.zip">DOWNLOAD BRAINDEAD</a></b> (Windows)</p>
<p>Z is the only button. Music by my friend Mike Arnold. Cutscene illustration by Kevin Coulton.</p>
<p><a name="losmosquito"><br />
<h3>Los Mosquito</h3>
<p></a></p>
<p>The second is a game about being a mosquito.  You have to sneak up on people and press Z to suck their blood, before they attack you and start calling in cropdusters of DDT.</p>
<p><img src="http://doomlaser.com/images/losmosquito0.png" alt="Los Mosquito Title Screen" /><br />
<img src="http://doomlaser.com/images/losmosquito1.png" alt="Los Mosquito in-game screenshot" /></p>
<p><b><a href="http://doomlaser.com/downloads/losmosquito.zip">DOWNLOAD LOS MOSQUITO</a></b> (Windows)</p>
<p>Art by Kevin Coulton.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Hot Throttle</title>
		<link>http://doomlaser.com/hot-throttle/</link>
		<comments>http://doomlaser.com/hot-throttle/#comments</comments>
		<pubDate>Thu, 03 Feb 2011 19:02:44 +0000</pubDate>
		<dc:creator>mark</dc:creator>
				<category><![CDATA[Random]]></category>

		<guid isPermaLink="false">http://doomlaser.com/?p=47</guid>
		<description><![CDATA[Hot Throttle is a new game from Cactus and myself, created for Adult Swim Games. It&#8217;s about a gang of men who like to race pretending that they are cars. PLAY IT HERE.]]></description>
			<content:encoded><![CDATA[<p><a href="http://games.adultswim.com/hot-throttle-twitchy-online-game.html"><img src="http://doomlaser.com/images/hot_throttle.png" alt="Hot Throttle Title Screen" /></a></p>
<p><a href="http://games.adultswim.com/hot-throttle-twitchy-online-game.html">Hot Throttle</a> is a new game from <a href="http://cactusquid.com">Cactus</a> and myself, created for Adult Swim Games.  It&#8217;s about a gang of men who like to race pretending that they are cars.   </p>
<p><CENTER><br />
<strong><a href="http://games.adultswim.com/hot-throttle-twitchy-online-game.html">PLAY IT HERE.</a></STRONG><br />
<CENTER></p>
]]></content:encoded>
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		<item>
		<title>Our Sketchbook</title>
		<link>http://doomlaser.com/our-sketchbook/</link>
		<comments>http://doomlaser.com/our-sketchbook/#comments</comments>
		<pubDate>Mon, 28 Jun 2010 18:22:26 +0000</pubDate>
		<dc:creator>mark</dc:creator>
				<category><![CDATA[Random]]></category>

		<guid isPermaLink="false">http://doomlaser.com/?p=42</guid>
		<description><![CDATA[Kevin and I are both proponents of the tradition of carrying around multiple sketchbooks and scraps of paper, to jot down ideas and inspirations for future review. Evoking an idea often requires a prompt commitment of ink to paper, or text to keyboard, or it can be lost into the noise of modern life. I&#8217;ve [...]]]></description>
			<content:encoded><![CDATA[<p><a onclick="javascript:urchinTracker ('/outgoing/www.flickr.com/photos/doomlaser/sets/72157623750361984/');"  href="http://www.flickr.com/photos/doomlaser/sets/72157623750361984/"><img style="float:left; margin-top:0px;margin-bottom:10px;margin-right:11px;margin-left:0px;" src=http://farm3.static.flickr.com/2789/4482456599_0020ef036c_t.jpg> <img style="float:center; margin-top:0px;margin-bottom:10px;margin-right:11px;margin-left:11px;" src=http://farm5.static.flickr.com/4009/4482630554_4ffa9dc415_t.jpg> <img style="float:center; margin-top:0px;margin-bottom:10px;margin-right:11px;margin-left:11px;" src=http://farm5.static.flickr.com/4066/4482631488_69499759c4_t.jpg> <img style="float:center; margin-top:0px;margin-bottom:10px;margin-right:11px;margin-left:11px;" src=http://farm3.static.flickr.com/2732/4483075458_f23a80e590_t.jpg></a></p>
<p>Kevin and I are both proponents of the tradition of carrying around multiple sketchbooks and scraps of paper, to jot down ideas and inspirations for future review.  </p>
<p>Evoking an idea often requires a prompt commitment of ink to paper, or text to keyboard, or it can be lost into the noise of modern life.</p>
<p>I&#8217;ve found it fun to give whatever sketchbook I&#8217;m using at the time to other indie game designers when we&#8217;re hanging out together.  I&#8217;ll usually ask these fine ladies and gentlemen to take a page and draw whatever they want.  Here are some of the hidden treasures contained within our current primary sketchbook.  </p>
<p><a onclick="javascript:urchinTracker ('/outgoing/www.flickr.com/photos/doomlaser/4483075452/sizes/l/in/set-72157623750361984/');"  href="http://www.flickr.com/photos/doomlaser/4483075452/sizes/l/in/set-72157623750361984/"><img style="float:clear; margin-top:24px;margin-bottom:20px;margin-right:11px;margin-left:0px;" src=http://farm5.static.flickr.com/4018/4483075452_d7fe397e40.jpg></a><br />
<a onclick="javascript:urchinTracker ('/outgoing/www.flickr.com/photos/doomlaser/sets/72157623750361984/');"  href="http://www.flickr.com/photos/doomlaser/sets/72157623750361984/"><b>Link to Full Set.</b></a></p>
<p>It features scribbles, elegant and crude, from Erin Robinson, Phil Fish, Adam Saltsman, Brandon McCartin, Kyle Pulver, Petri Purho, Jason Rohrer, and of course, sketch work from Kevin and myself.</p>
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		<title>Das Cube!</title>
		<link>http://doomlaser.com/das-cube/</link>
		<comments>http://doomlaser.com/das-cube/#comments</comments>
		<pubDate>Mon, 28 Jun 2010 18:19:26 +0000</pubDate>
		<dc:creator>mark</dc:creator>
				<category><![CDATA[Game Development]]></category>

		<guid isPermaLink="false">http://doomlaser.com/?p=37</guid>
		<description><![CDATA[So I&#8217;ve just finished a little iPhone game with my friends Alec Holowka and Danny B. It&#8217;s a simple physics-based color smashing kind of thing, with lots of explosions. Get it in the App Store The Lowdown Way back when the App store first rolled around, Alec and I put together a game engine and [...]]]></description>
			<content:encoded><![CDATA[<p>So I&#8217;ve just finished a little iPhone game with my friends <a onclick="javascript:urchinTracker ('/outgoing/infiniteammo.ca');"  href="http://infiniteammo.ca">Alec Holowka</a> and <a onclick="javascript:urchinTracker ('/outgoing/dbsoundworks.com');"  href="http://dbsoundworks.com">Danny B</a>. It&#8217;s a simple physics-based color smashing kind of thing, with lots of explosions.</p>
<p><object width="450" height="271"><param name="movie" value="http://www.youtube.com/v/nswPCXVOYsg&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param>
<p><embed src="http://www.youtube.com/v/nswPCXVOYsg&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="450" height="271"></embed></object></p>
<div style="clear:both;"></div>
<p><b><span style="background-color:33333;float:left;width:50%;font-size:150%;display: inline; background-color: white;"><a onclick="javascript:urchinTracker ('/outgoing/itunes.apple.com/us/app/das-cube/id344117733?mt=8');"  href="http://itunes.apple.com/us/app/das-cube/id344117733?mt=8">Get it in the App Store</a></span><span style="float:right;font-size:150%;display: inline;"></span><br />
</b></p>
<div style = "clear:both;">
<h3>The Lowdown</h3>
<p>Way back when the App store first rolled around, Alec and I put together a game engine and started cooking up some projects.  One of them was this game.  In the interim, I started doing a ton of iPhone contract work, and Alec put out Paper Moon, and forged ahead on Marian.  </p>
<p>But we finally came around and polished this one up, and Danny (composer for megahit <a onclick="javascript:urchinTracker ('/outgoing/canabalt.com');"  href="http://canabalt.com">Canabalt</a>, and future megahit <a onclick="javascript:urchinTracker ('/outgoing/supermeatboy.com');"  href="http://supermeatboy.com">Super Meat Boy</a>) wrote us some apropo music.</p>
<p>I think the game turned out really nice.  It&#8217;s a little more casual than anything I&#8217;ve ever done, but in a good way!</p>
<p>And the actual game framework we&#8217;ve built is kind of cool.  It allows for a fairly rapid prototyping of games on the device &#8212; I feel a little sheepish that we&#8217;re only releasing our first project based on it now.  In any case, <a onclick="javascript:urchinTracker ('/outgoing/itunes.apple.com/us/app/das-cube/id344117733?mt=8');"  href="http://itunes.apple.com/us/app/das-cube/id344117733?mt=8">check out the game</a> and let us know what you think!
</div>
<h3>Screens</h3>
<p><center><br />
<img src="http://doomlaser.com/images/screen1thumb.png"><img src="http://doomlaser.com/images/screen0thumb.jpg"><br />
</center></p>
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		<item>
		<title>The Ambition of the Independent Video Game</title>
		<link>http://doomlaser.com/the-ambition-of-the-independent-video-game/</link>
		<comments>http://doomlaser.com/the-ambition-of-the-independent-video-game/#comments</comments>
		<pubDate>Mon, 28 Jun 2010 18:13:54 +0000</pubDate>
		<dc:creator>mark</dc:creator>
				<category><![CDATA[Random]]></category>

		<guid isPermaLink="false">http://doomlaser.com/?p=32</guid>
		<description><![CDATA[This is a cute little essay on indie games, created by taking this NYTimes essay, and substituting &#8216;indie game&#8217; for &#8217;short story&#8217;. The independent video game is always ducking for cover. The Triple-A game buys up the land, cuts down the trees, puts up the condos. The independent video game scampers across a lawn, squeezes [...]]]></description>
			<content:encoded><![CDATA[<p><center><img src="http://farm2.static.flickr.com/1309/1373186919_88c15b39bf.jpg?v=0" width=450></center></p>
<p><a onclick="javascript:urchinTracker ('/outgoing/mashedmarket.com/2008/10/08/the-ambition-of-the-independent-video-game/');"  href="http://mashedmarket.com/2008/10/08/the-ambition-of-the-independent-video-game/">This</a> is a cute little essay on indie games, created by taking <a onclick="javascript:urchinTracker ('/outgoing/www.nytimes.com/2008/10/05/books/review/Millhauser-t.html?_r=1&#038;oref=slogin');"  href="http://www.nytimes.com/2008/10/05/books/review/Millhauser-t.html?_r=1&#038;oref=slogin">this NYTimes essay</a>, and substituting &#8216;indie game&#8217; for &#8217;short story&#8217;.  </p>
<blockquote><p>The independent video game is always ducking for cover.  The Triple-A game buys up the land, cuts down the trees, puts up the condos. The independent video game scampers across a lawn, squeezes under a fence.</p>
</blockquote>
<p>I think it works really well!  It&#8217;s funny how an essay about another medium verbalizes my fuzzy thoughts about the indie game scene so neatly, although maybe it works better for creators of short-form games like <a onclick="javascript:urchinTracker ('/outgoing/www.cactus-soft.co.nr/');"  href="http://www.cactus-soft.co.nr/">Cactus</a>, <a onclick="javascript:urchinTracker ('/outgoing/nifflas.ni2.se/');"  href="http://nifflas.ni2.se/">Nifflas</a>, <a onclick="javascript:urchinTracker ('/outgoing/hcsoftware.sourceforge.net/jason-rohrer/');"  href="http://hcsoftware.sourceforge.net/jason-rohrer/">Rohrer</a>, and <a onclick="javascript:urchinTracker ('/outgoing/www.messhof.com/games/');"  href="http://www.messhof.com/games/">Messhof</a>, than with games like Bit Blot&#8217;s <a onclick="javascript:urchinTracker ('/outgoing/bit-blot.com/aquaria/');"  href="http://bit-blot.com/aquaria/">Aquaria</a>.</p>
<p>I don&#8217;t know what <a onclick="javascript:urchinTracker ('/outgoing/braid-game.com/');"  href="http://braid-game.com/">Braid</a> would be&#8230; maybe a novella?</p>
<p>Found via <a onclick="javascript:urchinTracker ('/outgoing/kottke.org');"  href="http://kottke.org">kottke</a>.</p>
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		<title>Hmm,  Seems To Be Owl Season</title>
		<link>http://doomlaser.com/hmm-seems-to-be-owl-season/</link>
		<comments>http://doomlaser.com/hmm-seems-to-be-owl-season/#comments</comments>
		<pubDate>Wed, 26 Mar 2008 09:42:41 +0000</pubDate>
		<dc:creator>mark</dc:creator>
				<category><![CDATA[Game Development]]></category>

		<guid isPermaLink="false">http://doomlaser.com/hmm-seems-to-be-owl-season/</guid>
		<description><![CDATA[Owl Country is a short game I worked on in collaboration with several TIGSource regulars. We hatched the idea for the project during GDC, wrote the bulk of it while we were there, and added the finishing touches in the weeks afterward. Download for Mac OS X or Download for Windows The premise is that [...]]]></description>
			<content:encoded><![CDATA[<p>Owl Country is a short game I worked on in collaboration with several <a href="http://tigsource">TIGSource</a> regulars.  We hatched the idea for the project during <a href="http://www.gdconf.com/">GDC</a>, wrote the bulk of it while we were there, and added the finishing touches in the weeks afterward.</p>
<p><center><object width="450" height="368"><param name="movie" value="http://www.youtube.com/v/W5_a3di8dV0"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/W5_a3di8dV0" type="application/x-shockwave-flash" wmode="transparent" width="450" height="368"></embed></object></p>
<p><font size=+1><a href="http://doomlaser.com/downloads/owlcountry-osx.zip">Download for Mac OS X</a> or <a href="http://doomlaser.com/downloads/owlcountry-win.zip">Download for Windows</a></font></p>
<p></center></p>
<p>The premise is that you are an owl tired of the sea of pigeons plaguing the Montreal skies, along with the humans indifferent to their infestation.  It takes place over the course of one night, ending in sunrise, and you must swoop as many pigeons as you can in this period.</p>
<p><img src="http://doomlaser.com/images/ocIcon.png" align=left style="padding-right: 0px; padding-left: 0px"></p>
<h3>How To Play?</h3>
<p>Spacebar Swoops.  <i>Steer your swoop</i> with the left and right keys.  Don&#8217;t hit lamps.  You get more points for successive pigeons attacked in the same swoop and extra lives for knocking pigeons into humans.</p>
<h3>How Did We Do It?</h3>
<p><a href="http://bit-blot.com/aquaria/">Aquaria</a>&#8216;s Alec Holowka wrote the music.  <a href="http://www.adamatomic.com/">Adam Saltman</a>, myself, Kevin Coulton, and Ivan Safrin did the art.  Voice talent includes <a href="http://goo.pillowfortgames.com/">Goo</a> developer Tommy Refenes, <a href="http://www.youtube.com/watch?v=NVwoTR5kWCQ">Fez</a> superhero Phil Fish, and <a href="http://raptorsafari.com/">Raptor Safari</a> troubadour Steve Swink, among others.  </p>
<p>The game is written in straight C by Ivan, myself, and Alec, using OpenGL, SDL, <a href="http://www.freetype.org/">FreeType</a> for text, <a href-"http://www.fmod.org/index.php/products#FMODExProgrammersAPI">fmod</a> for sound, and <a href="http://www.libpng.org/pub/png/libpng.html">libpng</a> for texture loading.  Interestingly, the entire game was written on a sum total of five different MacBook Pros, and then the finished version was quickly ported to Windows.</p>
<h3>Why An Owl?</h3>
<p>After <a href="http://doomlaser.com/trekking-across-the-northeast-for-gamma-256-and-blip/">Gamma 256</a> ended this past November, a group of us <a href="http://www.flickr.com/photos/67592629@N00/2074523157/in/set-72157603335510079/">were standing around</a> outside Montreal&#8217;s Society for Arts and Technology chatting.  Suddenly we heard a commotion above our heads and a pigeon dropped to the street beside us, freaked out for a second, and flew off.  An owl had swooped in for an attack, failed, and had flown back several yards to perch in a tree.  </p>
<p><img src=http://doomlaser.com/images/monocle_closeup_small.png></p>
<p>And as we were all still processing this,  pigeon feathers slowly floated down around us &#8212; eventually inspiring Owl Country.</p>
<h3>Notes</h3>
<p>It was a blast to work on a project with so many people I respect, and hopefully it will lead to other cool collaborative efforts in the future.  </p>
<p>Read more on the <a href="http://forums.tigsource.com/index.php?topic=1394.0">Owl Counry TIGSource Forum Thread</a>.  </p>
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		<item>
		<title>Apple&#8217;s Intriguing iPhone SDK</title>
		<link>http://doomlaser.com/apples-intriguing-iphone-sdk/</link>
		<comments>http://doomlaser.com/apples-intriguing-iphone-sdk/#comments</comments>
		<pubDate>Fri, 07 Mar 2008 07:59:48 +0000</pubDate>
		<dc:creator>mark</dc:creator>
				<category><![CDATA[Random]]></category>

		<guid isPermaLink="false">http://doomlaser.com/apples-intriguing-iphone-sdk/</guid>
		<description><![CDATA[Apple revealed details of its plan for third party iPhone and iPod Touch applications today. Overall, very cool. Gamewise, it&#8217;s fairly straightforward to get an OpenGL context up and running and to start playing around. How powerful is the hardware? The chipset and graphics coprocessor in the iPhone/iPod Touch is plenty powerful for creating games [...]]]></description>
			<content:encoded><![CDATA[<p>Apple revealed details of <a href="http://developer.apple.com/iphone/program/">its plan</a> for third party iPhone and iPod Touch applications today.  Overall, very cool.  Gamewise, it&#8217;s fairly straightforward to get an OpenGL context up and running and to start playing around.</p>
<h3>How powerful is the hardware?</h3>
<p>The chipset and <a href="http://www.semiconductor.com/resources/reports_database/view_device.asp?sinumber=18016">graphics coprocessor in the iPhone/iPod Touch</a> is plenty powerful for creating games &#8212; It should handle several thousand textured polygons no problem.  </p>
<p>The amount of RAM in the phone is equally impressive. And remember, the display is larger and higher resolution than the PSP, with more pixels than both of the DS screens put together. </p>
<h3>Some Demos</h3>
<p><a href="http://danlabgames.com">Dan</a> and I are working on some things for the phone and he&#8217;s put together a couple quick demos that show off the power of the hardware and the ease with which you can do cool things with the interface.</p>
<p>The first is a demo of bouncing balls which uses the touchscreen to spawn and the accelerometer data to define the gravity vector.</p>
<p><center><object width="450" height="368"><param name="movie" value="http://www.youtube.com/v/ojnjRhYRrMU"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/ojnjRhYRrMU" type="application/x-shockwave-flash" wmode="transparent" width="450" height="368"></embed></object></center></p>
<p>The second is a test of the hardware&#8217;s 3D rendering, which loads a few lowpoly textered meshes.<br />
<center><object width="450" height="368"><param name="movie" value="http://www.youtube.com/v/Gjlg_D6IQIM"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/Gjlg_D6IQIM" type="application/x-shockwave-flash" wmode="transparent" width="450" height="368"></embed></object></center></p>
<h3>Distribution</h3>
<p>What&#8217;s interesting is the distribution model.  The App Store sounds like a marketplace similar to XBLA and PSN, except of course not limited to games.  The 70/30 ratio is good, but it remains to be seen how content will be promoted in this store.</p>
<p>Apple already has a section of the iTunes store devoted to iPod games.  So will there be a two-tiered approach where big-publisher projects get heavy visibility and other stuff has to fend in a flood of content?  Sites like <a href="http://versiontracker.com">Versiontracker</a> are  becoming hard to use because of the volume of content they track, and sifting through it is tedious.</p>
<p>There has been some consternation about a flip-flop in the price structure on one of the consoles&#8217; downloable games portals lately.  Hopefully Apple&#8217;s 70/30 ratio remains stable.</p>
<h3>Wrap-up</h3>
<p>When you consider the novel interface, the straightforwardness of the API, and the access granted for anyone to develop for the device, it seems likely that we&#8217;re going to see some really amazing things made for the phone.</p>
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		<title>A Game By Any Other Name Would Still Be Shit</title>
		<link>http://doomlaser.com/a-game-by-any-other-name-would-still-be-shit/</link>
		<comments>http://doomlaser.com/a-game-by-any-other-name-would-still-be-shit/#comments</comments>
		<pubDate>Sun, 02 Mar 2008 22:15:51 +0000</pubDate>
		<dc:creator>mark</dc:creator>
				<category><![CDATA[Random]]></category>

		<guid isPermaLink="false">http://doomlaser.com/a-game-by-any-other-name-would-still-be-shit/</guid>
		<description><![CDATA[I recently returned from an epic West Coast odyssey, bookended by both Macworld and the Game Developer&#8217;s Conference. Somewhere in between those major events, I made this: Download Shit Game (Windows) I&#8217;m not really sure how to explain this little project. I developed it in about a week, and the initial impetus for creation actually [...]]]></description>
			<content:encoded><![CDATA[<p>I recently returned from an epic West Coast odyssey, bookended by both Macworld and the Game Developer&#8217;s Conference.  Somewhere in between those major events, I made this:</p>
<p><center><br />
<object width="450" height="368"><param name="movie" value="http://www.youtube.com/v/UxA4shqwE5Q"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/UxA4shqwE5Q" type="application/x-shockwave-flash" wmode="transparent" width="450" height="368"></embed></object><br />
<br />
<a href="http://doomlaser.com/dev/shitgame.zip">Download Shit Game (Windows)</a><br />
</center></p>
<p>I&#8217;m not really sure how to explain this little project.  I developed it in about a week, and the initial impetus for creation actually came after watching <a href="http://www.youtube.com/watch?v=yXMKflgeOxo">this video</a> on YouTube</p>
<p>I suppose if you wanted to be intellectual, you could look at this game as a statement about creativity in the game industry.  Entirely too much time is spent meticulously recreating the gameplay of previously developed games.  </p>
<p><img src="http://doomlaser.com/images/air_balloon_cutscene_cropped.png" width=444 style="border: 3px solid black"></p>
<p>This is true in both the mainstream and independent game development spheres.  Look at the countless Cave Story homages, as well as the countless iterations of games like Super Monkey Ball, Madden, Smash Bros, etc </p>
<p>I&#8217;m not saying this is entirely a bad thing.  Recreating the mechanics of a classic is a fantastic way to cut your teeth in game development.  In fact, there&#8217;s something even endearing about this, especially when a game fails to accurately capture the finesse of the original and it becomes fun to discover and exploit all of the bugs in its engine.</p>
<p><center><img src="http://doomlaser.com/images/heart_shit_game.jpg" width=444 style="border: 3px solid black"></center></p>
<p>But, as the name implies, it&#8217;s hard to take Shit Game too seriously.  And I feel kind of silly talking so much about it already.  Don&#8217;t be fooled by the trailer.  The <a href="http://forums.tigsource.com/index.php?topic=1085.msg25857#msg25857">in-game soundtrack</a> consists entirely of poptunes recreated in general MIDI.</p>
<p><a href="http://doomlaser.com/dev/shitgame.zip">Download the Windows version</a> &#8212;  Mac users can play the game through CrossOver or other virtualization software.  I may do a quick OS X port when Apple releases Java 6.</p>
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		<title>Adieu, Macworld</title>
		<link>http://doomlaser.com/adieu-macworld/</link>
		<comments>http://doomlaser.com/adieu-macworld/#comments</comments>
		<pubDate>Sat, 19 Jan 2008 12:06:02 +0000</pubDate>
		<dc:creator>mark</dc:creator>
				<category><![CDATA[Random]]></category>

		<guid isPermaLink="false">http://doomlaser.com/adieu-macworld/</guid>
		<description><![CDATA[I&#8217;ve been in San Francisco for the last week, running the Macworld booth for Danlabgames. Besides showcasing all of Dan’s games, which went over very well, I tested out a rough demo of Rotrix on the crowd, leading to an estimable response from both gamers and some industry publisher people. Receiving positive feedback felt very [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been in San Francisco for the last week, running the Macworld booth for <a href="http://danlabgames.com">Danlabgames</a>.  </p>
<p>Besides showcasing all of Dan’s games, which went over very well, I tested out a rough demo of Rotrix on the crowd, leading to an estimable response from both gamers and some industry publisher people.</p>
<p>Receiving positive feedback felt very encouraging after pouring so much work into the project, and we&#8217;ll see where it leads.</p>
<p><img src="http://doomlaser.com/images/rotrix-macworld.jpg"></p>
<p><a href="http://doomlaser.com/space-barnacle-what-a-terrible-fate-to-be-reborn-in-space/">Space Barnacle</a> also seemed to be a hit, and looks fantastic on a glossy 24&#8243; iMac.  Going with the 1.6:1 aspect ratio totally paid off.  It feels so mischevious to completely fill that high resolution display with a miniscule 288&#215;180 pixel game.</p>
<p><img src="http://doomlaser.com/barnacle/macworld.jpg" width=450></p>
<p>I should be able to release a Mac port as soon as Apple releases Java 6, which, knowing Apple, will only be supported in Leopard&#8230; even though it&#8217;s <a href="http://weblogs.java.net/blog/joconner/archive/2006/11/java_se_6_on_ma.html">been out</a> for nearing 2 years on Windows, Linux, and Solaris.  The rumor is that now that the Macintosh is on Intel architecture, they&#8217;re just porting the OpenSolaris version instead of rolling their own&#8230; which currently means 64-bit intel only?  I don&#8217;t know, but it&#8217;s kind of sucky.</p>
<h3>There&#8217;s something in the air</h3>
<p><img src="http://doomlaser.com/images/macbookair.jpg" width=240 align=left style="padding-left: 0px; padding-right: 15px; padding-bottom: 10px"></p>
<p>That brings me to Apple&#8217;s big announcement.  The MacBook Air is light, underpowered, and overpriced.  </p>
<p>No optical drive, slow hard drive, terrible integrated graphics, only 1 USB port?  These are all things I need, but of course if I had a desktop at home, and I didn&#8217;t do graphics-intensive game development&#8230; and I was rich, maybe it&#8217;d be more attractive.</p>
<h3>Stake your claim</h3>
<p>The real buzz of the conference was iPhone development, even though few details on the SDK were announced at the keynote.  A lot of developers are already working on projects with the reverse engineered headers.  </p>
<p><img src="http://doomlaser.com/images/iphone.jpg" width=200 align=right style="padding-left: 0px; padding-left: 15px; padding-bottom: 10px"></p>
<p><a href="http://rogueamoeba.com/utm">Paul Kafasis</a> likened the iPhone to the switch from Classic to OS X.  These next few months will be like the wild west, and those that stake a claim early with quality software will have a really solid foundation in the future.  </p>
<p>With 4 million phones sold already, and another 10 million forecasted by the end of the year, along with an untold number of iPod Touches, it&#8217;ll be a populous platform.  And Cocoa developers will have an intimidating head start.</p>
<h3>GAMES</h3>
<p>Of course there&#8217;s a huge potential for games on the iPhone and iPod Touch. Just the hardware specs run circles around the DS.  They&#8217;re equipped with a 660Mhz ARM1176 with a 3d graphics co-processor for hardware accelerated rendering, and include 128mb of main RAM, to say nothing of the gigabytes of speedy flash storage and wifi.  And apparently, they&#8217;re running OpenGL ES 1.1 and SDL has already been unofficially ported.  </p>
<p>A friend noted that if the iPhone were a game console, it&#8217;d already be the fastest selling console in history.</p>
<p>On Monday I was interviewed by San Francisco&#8217;s ABC 7 affiliate, for a story on mobile gaming.  Bizzare and fun, with some footage from Wacky Mini Golf and Rotrix.</p>
<p><center><br />
<object width="450" height="368"><param name="movie" value="http://www.youtube.com/v/xFV5s7xCapc"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/xFV5s7xCapc" type="application/x-shockwave-flash" wmode="transparent" width="450" height="368"></embed></object><br />
</center></p>
<p>I&#8217;ll be staying in the bay area through <a href="http://www.gdconf.com/">GDC</a>, so I&#8217;ve got another giant Moscone event to look forward to.  Apple being Apple, the late February launch of the iPhone SDK may very well be after that &#8212; February 29th even.</p>
<h3>Addendum</h3>
<p>One of the best parts about events like Macworld is that it provides a chance to meet and knock around with all the great people of the Mac and tech scenes, some of whom you only see once a year.  </p>
<p>I have to give a shoutout to the <a href="http://www.acqualia.com/picturesque/">Picturesque</a> guys, who had the booth next to me.  Keep doing great stuff, and send me some of those photos!</p>
<p><img src="http://doomlaser.com/images/picturesque.jpg" width=450></p>
<p>Fun fact: <a href="http://derekyu.com">Derek Yu</a>, the editor of Tigsource and artist of Aquaria interned at <a href="http://panic.com">Panic</a> a couple years back, working on a cancelled project that Cabel showed a screenshot of during his session at last year&#8217;s C4.  I knew that pixel art looked familiar.</p>
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