Category Archives: Game design

Iridescence mobile development update

When I was at the Boston Festival of Indie Games with Iridescence, I’d tell anyone who asked about the mobile versions that they were about two or three weeks out. At the time I had every reason to believe that to be the case, but it turned out to be a little more complicated than I had anticipated.

This will be a moderately technical post, so the short version: Iridescence is still coming out on mobile devices (iOS, Android, and even Windows 8 phones), but it won’t be as soon as I had hoped.

Now onto the technical side of things.

Iridescence is written in Haxe, which is a language that aims to act as an intermediary between platforms. Instead of writing C++ for desktop platforms, Java for Android, Objective C for iOS, and C# for Windows phone, Haxe allows you to write in one language for all platforms, translating itself into the one that’s best supported by each target. On top of Haxe comes OpenFL, a framework that mimics the Flash API but has support for OpenGL and runs as a native application. A single codebase, a familiar API, and great performance? Almost sounds too good to be true.

It is.

A week before launch, I plugged in my Android tablet to get a build running. It had been my intention to have a tablet on the exhibition table so people could see the game running on a variety of platforms. I’d had it working in the past without any issues and without having to change a single line of code, so I expected it to be uneventful.

It wasn't.

It wasn’t.

I’m at a total loss to explain what’s going on. At first I thought it was just a matter of the renderer acting up, but the music doesn’t start either. Worse, I get this same behavior if the app is entirely empty. Other games work just fine, so it’s not a problem with the device. On my friend’s brand new Moto X nothing displays at all, so it’s not a matter of the tablet being below required specifications.

I’ve spoken to the OpenFL community and development team to no avail. A new beta version of the framework came out and had the same problem. Worst of all, I tried to roll back to an earlier version that had worked before and I couldn’t even compile. The OpenFL ecosystem is in a constant state of flux, with new build toolchains and dependencies popping up seemingly every time it updates, and the older (working) versions weren’t compatible with the new tools.

At this point it was time to start considering my options.

  • I could hunker down, wait for another OpenFL release, and hope that it would solve my problems.
  • Or I could bite the bullet and port the whole game back to C# (the language I wrote the original gamejam version in) and use Unity.

I’m choosing Unity. I’ll be using the Futile framework, partially because the API is Flash-inspired and will be easier to translate code between, but mainly because it’s a fully code-oriented workflow and only has support for 2D. When I first started working on the improved version of Iridescence Unity still didn’t have support for Linux and doing 2D work was a hassle. Not so any more. When I’m finished, this version will replace the current Windows/Mac/Linux Haxe-based one.

It’ll be a tough road but I’m ready to do what it takes. I leave you with the first step.

long road

Menu work

This week in development on Iridescence I’ve been focusing on menus, settings, and save data. Here’s what I’ve implemented as feedback when the player tries to open a level that hasn’t been unlocked yet. The animation is inspired by WordPress’ login window, and I think it’s pretty clear what’s going on.

1GAM 2013: Postmortem

2013 is over and, thanks to OneGameAMonth, I managed to finish 12 games over the course of the year. I wanted to talk about each one a little bit.

January — Must’ve been rats!

rats_arcadeJanuary’s game was the result of my participation in the Global Game Jam, working with Chris Logsdon and Paul Ouellette (with voice work by Mike Elser). It was a lot of fun to make despite not entirely fitting the jam theme, and its a lot of fun to play thanks to its overall silliness. I’m really happy with how well it turned out given the limited amount of time and relative complexity of the systems we were working with.

Here’s my full post on this game.

February — Humphrey’s Tiny Adventure: Remastered


I’m still very happy with Humphrey. For the small amount of time I put into it, it’s one of the more polished games I’ve finished and I enjoyed figuring out ways to convey the story without any words. Despite my love for open-ended systems-driven gameplay, point-and-click adventures will always have a special place in my heart due to their role in my childhood, and I’m glad I was able to make one even as minimal as this.

Here’s my full post on this game.

March — No Other Home

dsjChris and I made No Other Home for NASA’s “Dark side of the jam” event that we attended at NHTI. It was pretty ambitious and we ended up taking a bit longer than the initial 48 hours to finish it.

Looking back on it there are a bunch of things I would change to make the gameplay feel better, but overall it’s pretty solid and I love the way the solar system looks.

April — Vanguard Charge

vcVanguard Charge was born from a combination of my frustration with the limitations of Mass Effect’s Vanguard abilities and inspiration from the results of TIGSource’s “Bootleg demake” game jam. The goal was to capture one specific element from a well-known game and present it in a way that feels like a cheap knockoff product. I only spent a few days making this and there’s admittedly not a lot going on, but it’s fun to play and that’s what matters.

May — Bit Cave


Another game jam entry with Chris, this time to celebrate the revival of the Flashpunk forums. I love the atmosphere in this game. The tension between exploring further and staying alive can actually get pretty high, and the caves are unpredictable enough that even I still get lost despite having designed the system that creates them.


June — Gunbuilding


Gunbuilding’s caption on my 1GAM profile reads “The worst misnomer of all time”, and that’s no exaggeration. As a game it’s an abject failure. The gameplay is simplistic, the visuals are terrible, and there’s no way to win or indeed any reason to keep playing. The only redeeming quality this game has is that it allowed me to put my C# port of Flashpunk through its paces and fix a ton of bugs.

Here’s my full post on this game.

July — Slide


I’ve written a lot about Slide elsewhere, so I won’t go into depth about it here. This was a fun game to make because I had to think backwards in order to create puzzles, which gave me a newfound respect for mystery authors and other puzzle game designers. It was received very positively in its initial state and I’m currently expanding it for a commercial release on mobile and desktop platforms.


August — MicroRL

mrlMicroRL is another experiment without much in the way of gameplay. I wanted to take the ASCII aesthetic of classic roguelikes and try to make a minimalist game that felt good to play. Since the systems involved were so limited, I had to use some sneaky tricks to create situations that weren’t explicitly allowed, like having friendly monsters that healed you by dealing negative damage. Overall it’s not especially worth playing, but I’m pleased with the way it turned out.

September — SlangVN


My final pure experiment of the year (yes, that is a screenshot on the left). SlangVN was a testbed for my experimental scripting language Slang, in the form of a minimalist Visual Novel engine. Technically I guess I would call this a success since the purpose was only ever to test the expressiveness of the language, but the result isn’t a game by any stretch of the imagination. The script is pretty nice though.

October/November — Color/Shift demo


Part of my strategy for hitting as many platforms as possible with Iridescence (formerly Color/Shift, formerly Slide) was porting it to the Haxe programming language. This release marked the point where the port contained all the features from the original game and could make use of all the same content. I spent part of the second month porting the game to Linux, which (thanks to Haxe’s cross-platform magic) was almost entirely painless.

December — The Heroes’ Tourney (beta)

thtThe Heroes’ Tourney started in yet another game jam and has gone on to become a serious project that I’m still working on along with the other guys on my team, as well as some new talent. So far everyone we’ve shown it to has had a blast playing and we think we might be on to something good. The official website is under construction here.


Wrapping up…

It’s been fun participating in 1GAM, and I’m really happy with some of the games that came out of it. Looking back on it, though, I wish I hadn’t followed along so rigidly. Some of the months would have been better spent concentrating on more serious projects instead of stressing about meeting the deadline, and I felt more pressure to polish up my experimental projects to submit them where I probably would have abandoned them earlier otherwise.

In 2014 I’m going to participate more casually, following the revised rules which encourage working on fewer projects for extended periods of time. I’ve got a promising solo project and a great team project to occupy my time for the next few months. We’ll see where it goes from there.

Color/Shift input woes

When I released the Color/Shift demo, one of the main issues that were being reported was that dragging the pawns around was really difficult. This confused me as I had spent a lot of time painstakingly tweaking the controls so that sliding pieces felt natural and responsive, but it was obvious by watching people play that there was something seriously wrong. I made some changes to try to make it better, but the result was still pretty bad. The pawns would slide around loosely in any direction they wanted until crossing a grid line, at which point they would snap to an axis and move along it, It didn’t feel good, and it introduced all kinds of new problems including the possibility of phasing through objects or traveling in two directions at once. Worst of all, it still didn’t address the issue entirely.

Dwm 2013-11-11 10-21-38-83

Yuck. :(

I let it be and moved on to other things, planning to come back to fix it later. There was probably a little bit of hubris involved, if I’m being completely honest with myself; if I didn’t have a problem controlling the game, other people shouldn’t either, right?

A few days after leaving the issue behind, I was working on my laptop (most of Color/Shift’s development has been done on my desktop computer) and suddenly started having the same problem as my testers. Pawns were moving sideways when I wanted to move up, and sometimes they wouldn’t even move visibly before smacking into a wall to either side. What was going on?

As best as I can figure, the input issues had to do with the sensitivity of the mouse being used for control. My desktop has a high DPI gaming mouse with the sensitivity cranked way up, and my wireless mouse and laptop trackpad are much less precise. Armed with this new information, I set about making things right.


Here’s a visualization of the way I’m handling input now. When the user presses the mouse button, the pawn remembers where the pointer was when it was pressed. In the image above, it’s right in the center of the piece.

At this point, no dragging is actually done yet. The mouse must move 7px in any direction before the pawn will move at all; this is represented by the circle cutout at the center of the transparent fans.

When the mouse has moved far enough from its original position, its angle to that position is checked. If the angle is within 30Β° of an axial direction, the pawn is then allowed to move on that axis. If not, no movements are made.


The angle is relative to the mouse click position, so it’s possible to start the drag by clicking anywhere.,

I still need to stress-test this to make sure it works for everyone, but it feels much better with all of my mouse devices and I have yet to move a piece in a direction I didn’t intend since improving this mechanic. Feedback is important! Listen to your testers!



I was messing around in Inkscape while listening to thunder and I had a sudden inspiration to make something noir. This was the result. The rain effect looks awesome when the particles are all animating, but obviously that’s lost in a still image. I don’t know what I want to do with this but it was fun to make and I really like the trenchcoat guy, although it’s hard to see detail from this far away.


7dfps 2013: Raycaster update

Progress on my raycaster for the first few days of the 7dfps challenge was really good. The geometry renderer was a ton of fun to work on and came together nicely. I played around with shaders for the first time ever and added a cool pulsation to the saturation of the colors that felt great, and Chris made a great background track that exactly fit the fast-paced arcade-style action we were envisioning. Everything seemed to be on track.

By the final day of the competition I had spent three days struggling with the math behind adding sprite rendering so my maps could contain objects besides wall cubes, and there was no way I was going to finish the project on time. Without support in the engine for multiple wall textures or world objects, there was really no possibility of making an actual game. Despite this, I’m still happy with the way the week turned out. I didn’t even start until almost two days after the challenge began, and I got my first taste of 3d programming. It was a lot of fun, and I’ve been working on the engine on and off ever since with the idea of using it in some future game jam or next year’s 7dfps.


An interesting glitch from when I was trying to add support for multiple wall textures.



Early sprite rendering.



In order to allow walls to occlude sprites, they have to be drawn one column at a time after doing a depth test to see if a wall has been drawn closer to the camera. Something went wrong here.



This is a little better; the portions of each barrel that’s shaded pink is supposed to be skipped due to being behind a wall. It’s not working quite right yet though.


The last image shows my current progress. There’s still a long way to go before it’s feature-complete, but I’ll be shifting my attention off of this for a while to focus on my other projects.