Content Update #2 is Out!

I’m very excited to announce that Content Update #2 is out! To celebrate, I’m running a 60% discount. Until March 31st, you can get Hypergate for less than $4 USD from the Steam Store page. This latest update includes: 2 new ships 3rd-person view Removal of online DRM Attachments (new upgradeable components that are separate […]

Feb. 17 – Where I’m At

Content Update #2 is coming along nicely! Here is my to-do list: ability to buy new ships develop boost/engine sounds for new ships ability to buy and use attachments integrate attachments and new ships into LAN play third-person fighter view add third-person EMP effect remove online DRM and allow offline mode add short engine thruster […]

Jan. 11 – Where I’m At

Here’s a brief update on things! As I’ve mentioned previously, I’ll be releasing several updates to Hypergate of various sizes. Like all updates I provide for Hypergate, they are free and require no separate DLC-type downloads. They’re just straight-up updates, for your gaming pleasure. Content Update #1 is already released. It included 5 new Instant […]

Doing Ludum Dare

I participated in Ludum Dare 45 this year. Ludum Dare is a semi-annual competition where you attempt to make a game over a single weekend. There are two flavours. The first is the “Compo”, where you have 48 hours to make everything as a single individual (no teams). You must release your source code and […]

Nov. 26 – Where I’m At

Okay! After some Asteroids Millennium-related stuff got taken care of (a bug here, an extra feature there), I experienced a day or so of mental peace where I felt absolutely no desire to work on any projects at all. I was peaceful and content, and it was horrible and boring. Eventually, though, the desire to build […]

August 28 – Where I’m At

Several months ago, I had a conversation with a colleague about game development. I was expressing to him some concerns about my ability to finish Gateway in a reasonable amount of time, and whether or not the game would actually be fun. He pointed out that many games ship uncompleted, and that companies release content and patches […]

Effective Level Editing

A few years ago, I completed a project called Dactyl. It was a 2D asteroids-shooter-type game. There were 25 hand-generated levels populated with mines, asteroids of various types, useful equipment, and automated turrets. To visualize each level before I implemented it, I used graph paper and a pencil*. Once I felt a level was complete, I plugged the object […]

July 26 — Where I’m At

Well, here we are so far. A lot of work has been completed since the last progress report. Voice recording and mastering is all done. That’s right. Every single line has been edited and made to sound like it’s coming over radio, so it’s all campaign-ready. I really enjoyed working with the individuals who were nice […]

July 5 — Where I’m At

It’s only been a week since my last update, but there’s been a lot of good progress. I’ll keep this quick since there’s a few other things I’d like to tackle this evening. So, here we go: Voice recording is nearly, nearly done. Unfortunately, I didn’t reach my goal of having all of the recording […]