The game was written in a mash-up of an HTML file. In a basic sense, it was a Flappy Bird rip-off, though it did feature multiple modes. However, the file for the game has been lost to time.
These are the first games as I was learning the Python programming language. They set off a continuing theme that every new game I produce experiments with new ways to program things.
The first game produced for a browser was Explorer. The game was used to help figure out if-then statements and basic controls.
Next was The Monster. The game experimented with status effects and the first pursuit algorithm.
The third game was Projectile Power. The game experimented with deployed objects and abilities, and also featured a rudimentary NPC.
The racers 1-3 are group together as they are built upon the same system and feature the same objective. They were an experiment on physics, timers, and achievements.Â
These are the games that can first be recognized as more complete games thanks to the presence of physics engines. However, they were still produced fast and were completed regardless of smoothness.
Shock Ball was the first game with a true physics system. The game experimented with the idea of a physics engine, switching modes, and a pseudo-3D space. This game was made after the first month of programming games.
1 v 1 Brawl experimented with multiplayer. The game accommodates two players sharing a keyboard. The game also experimented with upgrades for the player.
Run and Gun expanded on the multi-weapon idea of Shock Ball but became more of a PvE game than an aim trainer and went 2D instead of 3D. The game experimented with infinite generation, loot, and enemy types. It was the first game to break 1,000 lines of code and had a scrapped mobile version.
Hoopa was built for a class project. It was the first time I made a survival game. It experimented with more advanced NPCs, resource management, class systems, landscape generation, and daylight cycles.
Speed was intended to be a revitalized and more detailed version of the original racers. It experimented with customization, hints, and directional acceleration over the previous grid acceleration, allowing for seamless acceleration while turning.
Biker was a prototype of a promotional game.
These are the originals of games that would be deemed to be some of the highest quality games. All three have been remastered, but the originals remain enjoyable.
They Are Not Fireflies, often shortened to just "Fireflies," was my first horror game and the first of the Super Three. It experimented with more advanced lighting, complex enemy types, and progression. They Are Not Fireflies would be later remastered under the same title.
"Grappler" was the second game of what would become the Super Three. It experimented with interacting with the environment, making that environment generate infinitely, more advanced lighting, and adding audio into games. The game would later be remade as Grappling with Death, and this version's name would be changed to match.
Jet Fighter was the last of the Super Three. The game was a test to see if combat could work in a 360-degree manner. It was built off a failed and scrapped mech-fighter game that had many similarities to the movement system, but the Jet Fighter was made so the player would not be able to come to a stop. The game would be remade as Jet 350, and is currently being remade a third time as Alskarian Damascus.
After not programming for a summer, some styles had shifted, and I needed to get back into programming. The increased emphasis on graphics and is notable.
The accuracy trainer did not experiment with anything. It was simply a refresh on game development.
The Rock Ring is the first true game in the return phase. It experimented with more advanced NPC aiming, small maps, and featured more advanced particle effects. It also reused some models and features of Speed.
Naval was never expanded upon due to the gameplay being boring. Instead, I focused on finding other ways to program a stealth challenge, which lead to a failed horror game under the working title of "Dark House." Naval experimented with stealth but felt very repetitive otherwise.
The most recent completed phase, one that saw the highest portion of failed games. This is when development cycles slowed down, and less games were produced in favor of higher quality. One game even made it to 770 lines before being scrapped.
Jet 350 featured one of the longest development cycles. It was the first game to break 2,000 lines, and featured intense optimization with many functions only happening on some frames. It also featured the second AI player, after the original They Are Not Fireflies. It also used stock audio for the first time, and was the first game to feature a soundtrack, that being "Shake That" by the artist Fass. It also kept track of many player stats and had diverse gameplay. Though the original Jet Fighter was sometimes considered not to be a top game, Jet 350 cemented the series as a Super Three game, being a great success while the remasters of the other Super Three almost being deemed failures.
Crime Solver was initially made as a gift. However, another copy was made that removed some easter eggs and special notes. The public version is smaller, though it remains one of the largest games in the Library. It experimented with advanced characterization and generation of those characters. The game mostly used old skills to make a high-quality gift.
The Prototype was a reference to the previous record of racing games prototyping new physics engines, though Jet 350 was a fighting game, breaking this trend. So, The Prototype was made on a very similar system as a racing game. It also experimented with non-Euclidean geometry, inspired by The Gauntlet in Titanfall 2.
The Jet 350 movement systems had become a testbed. 1v1 Jet managed to bring a multiplayer twist to the engine.
After a failed attempt to make an updated version of They Are Not Fireflies, the slate was cleared and a new, more optimized system was built. The game simplified the gameplay of the previous incarnation. The game also experimented with varying map sizes, unlimited upgrades, and adding multiple light sources.
After a remaster of the other two Super Three games, a remaster for the most popular felt necessary. The game was more streamlined and experimented with tech trees and more encounters. Unlike the original, Death does not become more aggressive with progress, and instead the player simply loses the ability to escape the inevitable.
The reaction trainer was simply made for the need of one without much experimentation.
Fighting Time was the only truly new game in the Thinning. It experimented with having two maps at once and brought back the invincibility status last seen in Projectile Power. The game features a simple objective but carries difficulty in the strategy of managing two maps and two sets of enemies at once.
Game design slowed down to focus on the development of Alskarian Damascus.
In The Dark was the project name of the game and considering it fit, it stayed. This game was made to try and build a story mode, which I had not done before. While the tech of the game is complex, the gameplay can be tedious.
Made in boredom, Goalie Challenger was made to practice with making dynamic difficulties and experimented with bots that adapt to the player. It also uses audio from a scrapped browser version of Alskarian Damascus
I returned to designing browser games to prevent burnout and to maintain regularity.
An idea to use the key-code functionality of Alskarian Damascus and to practice with a lack of sound, Deaf Wizard is a completely silent typing practice game. The key-selecting algorithm makes up the bulk of the function. The game continued experimenting with dynamic difficulty and was my first typing game.
Built for my first game jam, Unmasking Security was my first attempt to make an ordered game under a deadline. The game also reiterated on Crime Solver's generated characters idea, and also made complex animations for the eyes, which were a crucial part of the game. The game was made as an app, and so it is not available on this site. The game can be found at the global game jam, but is having technical difficulties when running on other devices.
Unserious Mechsuits was an experiment into tuning gameplay to personality, like the titans of Titanfall 2. The seven robots are each tuned to a different method of gameplay, with each having their own unique set of stats, traits, and abilities. The game's enemies also have personality, with the frantic ticks, douchebag reapers, and menacing tank.
Gone in 80 Seconds was an experiment with far more complex physics than earlier games. The player's car has more realistic torque, traction, and collisions than ever before, and can be tuned. Earn money by going fast and outrunning the spotlight chasing you.
These are games in varying stages of development. Some are near to completion, and others may be little more than ambition.
Titanfall: Frontier of Freedom is an ambitious brainstorm project to make the ultimate Titanfall experience. Details are not listed on this site.
Stage 1/5 - Concepting
Target: Unknown