games - Doomlaser

Archive for the ‘games’ Category

Hot Throttle

Thursday, February 3rd, 2011

Hot Throttle Title Screen

Hot Throttle is a new game from cactus and myself, created for Adult Swim Games. It’s about a gang of men who like to race pretending that they are cars.


PLAY IT HERE.



If you would prefer to download it and run it on your PC, you can grab the full uncensored Hot Throttle, that I showed at Babycastles in New York in 2011, here.

Our Sketchbook

Monday, June 28th, 2010

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’ve found it fun to give whatever sketchbook I’m using at the time to other indie game designers when we’re hanging out together. I’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 my current primary sketchbook.


Link to Full Set.

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.

Das Cube!

Monday, June 28th, 2010

So I’ve just finished a little iPhone game with my friends Alec Holowka and Danny B. It’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 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.

But we finally came around and polished this one up, and Danny (composer for megahit Canabalt, and future megahit Super Meat Boy) wrote us some apropo music.

I think the game turned out really nice. It’s a little more casual than anything I’ve ever done, but in a good way!

And the actual game framework we’ve built is kind of cool. It allows for a fairly rapid prototyping of games on the device — I feel a little sheepish that we’re only releasing our first project based on it now. In any case, check out the game and let us know what you think!

Screens



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 pixelated 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 (TIGSource) community, and writing it has been some of the most fun I’ve ever had in game development.

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.


view the game on itch.io