Thursday, December 2, 2010
Over at RocketHands HQ I’ve just released RubyOgmo, a small library for loading levels created in the most awesome OGMO Editor. And just to prove it all works, I included a level preview, written in RubyGame. Full details here: http://rockethands.com/ruby-ogmo
Tuesday, November 30, 2010
Another week, another RocketHands prototype. More info, including video, here: http://rockethands.com/monster-stomp
Wednesday, November 24, 2010
I’ve fallen off the wagon when it comes to blogging, it seems. Just a quick update to point you in the direction of my Professor Lazybones post on the RocketHands blog. We’re prototyping a bunch of new game ideas, and I’d love to know what you think about this one. Thanks!
Friday, September 17, 2010
I really love text adventure games. I’ve always had a fascination with natural language processing (my postgrad research was about computational grammatical inference after all), so part of the fun was figuring out how the parser works, and applying that knowledge to write my own text adventures in BASIC on the C64. These days there [...]
Monday, September 6, 2010
StackOverflow is a Q&A website for professional programmers. Joel Spolsky and Jeff Atwood developed the concept as a direct competitor to Expert Sex Cha… errr, Experts Exchange, and I now find that answers on StackOverflow are often in the top few results when I search Google for geeky, programmer-type stuff. They’re doing some good things; [...]
Research can be speculative or applied. Artificial Intelligence research is often both, trying to solve real-world problems while at the same time testing theories about how the human brain works. A branch of the AI research crowd are interested in games both as a testbed for theoretical work and as a market for applied AI. [...]
Another Perth Game Jam has come and gone, and what a huge bag of fun it was too! The mighty Simon Wittber once again outdid himself, making a fantastic venue available for the 20-or-so participants, who banded together to hack up nine games from nothingness over a period of 45 hours or thereabouts. For me, [...]
Right, so I’m back in the thick of it. I spent tonight working on the InputManager, which is fairly rudimentary at the moment, but the overall plan is for each game context to be able to process input from a controller that abstracts away the specific hardware being used (which, for an iPhone, is keyboard, [...]
Right, time to get back into it. I’ve just returned from a sensational family holiday down at Eagle Bay, and, before the Easter Break, I finally finished Bogus Quest to my satisfaction (it’s now pretty much the game I envisioned during Global Game Jam). And the Interzone Controversy seems to have died down a bit, [...]
Monday, February 22, 2010
At the start of the year I began working on Postal Worker, a game for the iPhone based on an idea that I came up with at GCAP in Melbourne at the end of 2009, while talking with a couple of mates over coffees in the hotel bar. I was totally psyched, and gave myself [...]