Author Archives: jason
One person’s crisis is another person’s opportunity. Now I want to dip my toe into something different. Stay tuned!
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
(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
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
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
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
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.
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
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