Just a quick one – the source code for the LibGDX game A Puzzling Present is now available on Github. It’s missing libraries, some assets I don’t have licenses for, and a small amount of code…
OTON, Procedural Generation, and Numbers
Late last year I was linked to OTON, a website about a proposed games console that “will be able to self-create games instantly within minutes without human input”. I didn’t comment on it because it…
2013 for ANGELINA
I’m back from my Christmas break, and in a bit of a haze following A Puzzling Present. Thanks to everyone who wrote about, tested, shared, helped out on, gave feedback about, and played the game. It…
Spritely
I’m currently working on a new tool for ANGELINA that will let it automatically rip and compress images from the web into sprites that can be used in-game. Here’s a few examples of dogs:
A Puzzling Present Is Out!
A Puzzling Present is finally out! The festive platformer I’ve been working on this month is now available on Android, Windows, Mac and Linux, and it’s completely free! Click the present to go to the…
A Puzzling Present
Later this month, deadlines permitting, I’ll be releasing a game for desktop platforms and Android called A Puzzling Present. It’ll be a Christmas-themed platform game, with game mechanics and level design by the new Mechanic Miner…
Why I Think Mechanic Miner Is Cool
Working on a new idea is always good fun, but I particularly enjoyed the Mechanic Miner stuff I’ve been doing lately because it threw up a lot of interesting ideas and is making me think…
Introducing Mechanic Miner
I originally had this plan for a very elegant introductory piece about the new things I’ve been working on, but I’ve been faffing around for too long and I’d rather just start talking about it.…
Azalea & Ada
Today is Ada Lovelace day, a day “about sharing stories of women — whether engineers, scientists, technologists or mathematicians — who have inspired you to become who you are today”. Lovelace was an incredible woman,…
For Want Of A Better Term
Since I returned from AIIDE I’ve been thinking a lot about procedural content generation, and where automated game design fits into it. Since I started work on ANGELINA I’ve kind of always lumped it in…