Author Archives: jason

Walking on the Wild Side (or just from a side view, maybe)

In between making games at my day job, I’ve done quite a bit of prototyping and learning. Here are some things. I generally grab art from the interwebs, so thank you to those artists who put up their work for … Continue reading

Add a comment. Posted in Prototyping.  

This new, cool thing: NoSQL!

(Geek talk warning!) So I’m exploring some new technologies, and I think I found a great solution for horizontal scaling databases. I’ve known about NoSQL for a long time, but never actually worked with it until this year. Turns out, … Continue reading

Add a comment. Posted in Code Talk.  

How to wreck a game without really trying

Excerpt from The Game Archaeologist answers Asheron’s Call 2: The former dev: The techies at Turbine felt this was their last chance to create a new, better game engine. They had visions of their engine powering hundreds of different games … Continue reading

Add a comment. Posted in Code Talk.  

A game developer’s work is never done–and always changing

With Oil Spill Hero under my belt, this looks like the next thing on the list: I have discovered and (so far) completely adore Player.IO. I was gobsmacked when I researched it and realized what they’re offering. Naturally, I had … Continue reading

Add a comment. Posted in Dragoneer.  

Oil Spill Hero features dolphin technology and one-button fun

Oil Spill Hero is the next game I will release. It’s decidedly simple, and requires only one button. I could probably make a few games based on this central mechanic of “rise, descend over a scrolling level.” There’s a surprising … Continue reading

Add a comment. Posted in Announcements, Oil Spill Hero.  

There’s a whole Galaxy of Swine out there, you know.

Yeah, so, I’ve got something brewing here. It’s a small project, but it’s a lot of fun, and it’s coming to a web browser near you pretty soon. That is all.

Add a comment. Posted in Announcements, Galaxy of Swine, Production.  

And now for something not so completely different

I’ve decided to take a hiatus from Merchant Commander development for a couple of weeks (looks more like a couple of months now). For one, I’m researching some new Flash game engine libraries. I currently use PushButton Engine, but I’m … Continue reading

Add a comment. Posted in Production.  

Making Merchant Commander’s battle system work as a Facebook game

So there I was. Building this deep combat system, just how I like ‘em. Its inspiration was a mix of Final Fantasy and Pokemon battle systems. It was fun, and had plenty of potential depth. But here’s something I’ve been … Continue reading

Add a comment. Posted in Game design, Merchant Commander.  

Merchant Commander early Alpha test is live–only for the brave!

You can now play a very early in-progress Merchant Commander on Facebook. Huge caveat, though: it’s very incomplete and rough. It will change rapidly for a while. Holidays will slow me down some, but what I mean is that it … Continue reading

Add a comment. Posted in Announcements, Merchant Commander.  

Merchant Commander alpha testing to begin soon

Howdy, y’all. Just wanted to say that Merchant Commander is going to enter Alpha testing very soon (next week, latest). The game is nearly “feature complete” for the initial launch phase, so it’s time to test for a few weeks … Continue reading

2 Comments. Posted in Announcements, Production.