first rappunzel gif

Here’s a gif of Rappunzel in action:

rappunzel-mobile-rappelling-game-04

This is a bit overdue, but it took me a while to find the right capture software. This was made with ScreenToGif, which is pretty easy to use, and I like the end result. I’ll probably stick with it for now.

Posted: April 22nd, 2015
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triangles = mountains

rappunzel-mobile-rappelling-game

Worked on some placeholder backgrounds this week.

Right now, in my head, this game would have a single linear progression through a series of landscapes.

I’m not much for endless games with an ever-increasing difficulty. I prefer to have a defined scope with the sense of a larger journey. It’s definitely more satisfying to my imagination.

But things are still pretty early, so that could change.

Posted: April 19th, 2015
Categories: Games
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multiplier

rappunzel-mobile-rappelling-game

Rappunzel has a new multiplier system! Before, each jump had it’s own multiplier count. So if you jumped over three things, it would give you a multiplier of x3 for that jump, and then reset for the next jump.

But now there’s a progress bar that fills up as you jump over things. Once the bar is full, the game adds to your multiplier (which carries over from one jump to the next), and you start filling it up again. However! The progress bar is also slowly draining whenever you’re not jumping over things.

This is meant to give the player’s descent a sense of urgency. Getting hurt also clears out the multiplier entirely, and you’re forced to start all over again.

Also, I should mention that the current character sprite is likely to change. I needed to know roughly how big the player’s hitbox should be, so I did some rough sketches of a more human-looking character. But I haven’t landed on any specific metaphors yet.

Posted: April 12th, 2015
Categories: Games
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rappunzel

Howdy! It’s been a couple months since I finished Rebound, and I’m ready to announce my latest project.

For now, I’m calling it “Rappunzel”. It’s a mobile game in which you rappel down the side of an endless mountain. The terrain is randomly generated, and you collect points by jumping over obstacles and shooting things. It makes more sense in motion, but for now, here’s a capture of some sexy-exciting placeholder graphics:

rappunzel-mobile-rappelling-game-01

It’s been quite a lot of fun to work on this game! Although I spent about three years on Rebound, not many people played it while it was in development. I’ve been trying a more open-handed approach with Rappunzel, and mobile is perfect for that. Friends can load up a preview on their smartphones and try it out with minimal effort. This allows me an opportunity to actually watch how people play the game and take mental notes on potential improvements. After a couple months, I’ve probably seen more people play this game than I did for the entirety of Rebound’s development.

Anyway, that’s what I’ve been working on. I’ll try to get a GIF or a video posted, so y’all can see it in action.

Posted: March 30th, 2015
Categories: Bloggin', Games
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rando calrissian

I uploaded a new album on Bandcamp! It’s an assortment of music I’ve written over the years.

I’ve already shared some of these tracks in previous entries. But most of them have only been heard by a select few.

I’ll continue adding to this album as I write other random musical bits. You can listen to the album on my site, or on Bandcamp.

Posted: February 27th, 2015
Categories: Music
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rebound trailers

Hello there! After all kinds of dilly-dallying, I’ve got a couple trailers made for Rebound’s release. This means that the open beta is finished, and the game’s page has been updated.

Other than that, I’ve mostly been prototyping some new ideas. Nothing real substantial yet, but I’m having fun. It’s been a while since I was in the preliminary stages of a project. Lots of wide open possibilities, lots of rabbit trails.

Posted: February 21st, 2015
Categories: Games
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sidebar redesign

Just a quick update! If you have visited the site in the last couple of weeks, you’ve probably noticed some changes. Namely, I replaced the text in the sidebar widgets with some icons I made.

Also, I recently traded my old Nokia brick phone for something a little more “2009”. So to commemorate a faithful piece of technology, I changed the typeface of all the headers and submenus. You might recognize it, depending on your age.

To remain consistent with my annual rhythm, I mostly goofed around in December. There are a few minor changes I want to make to Rebound, and then I’ll try to finish up a couple trailers. The next release might possibly be the final version (if such a thing exists in this medium).

Posted: January 19th, 2015
Categories: Bloggin'
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rob_v5 new menus!

New open beta! It’s been a while, but finally v5 is ready.

New this build: redesigned menus. The old text-based menus have been replaced with icons. Other changes include: new controls graphics, volume settings, the ability to exit to the main menu, and a display for game progress that also doubles as a world selection menu (which activates after you’ve made it through the game once).

Another minor development: the stompable blocks in each world now respawn whenever you die (similar to the enemies).

These changes affect many parts of the game, so I tried to test meticulously. If you come across any issues, please let me know in the comments.

You can play the new version here .

Posted: November 29th, 2014
Categories: Games
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