Phil Hassey - game dev blog
Phil Hassey as Rambo
".. I've been there,
I know what it's like,
and I'll do it again if I have to."

Galcon 3 Teaser Trailer

October 20th, 2023
Galcon 3

Galcon 3: the third

October 14th, 2023

“Dreams will come true. Again.”

“Dreams will come true. Again.”

I’ve not much to say, but the website about Galcon 3 does! Let’s make this happen.


Galcon BOTS

April 13th, 2019

Ahoy there! I’ve released a new game called Galcon BOTS! It’s coding game!

Even if you don’t code, the live stream is fun to watch!


Guard paths

April 20th, 2018

Today I added a handful of little things, but the most interesting is the guard paths.


Water now at fullscreen 60 FPS

April 14th, 2018

It took a few tricks to get this working, but I’m happy to say I’ve got it running at 60 FPS, fullscreen, and with full level of water now.


Tropical waves

April 7th, 2018

I made some tropical beach side waves this weekend.

I also did some more experimenting with other 3D effects, but they didn’t work out.


Improved 3D

March 30th, 2018

I did some work improving the “3D” look of the game today.

This effect seems to work well with water, light, and shadows. Much better than my previous efforts.


Particle explosions and sprites

March 17th, 2018

I worked on a particle system this week, and put together this explosion. I’m quite happy with how I got the water to reflect it! I also tried out a subtle 3D effect, and decided that it actually did work nicely, so I’m going to try that for a while.

The next day I did a bit more with improving the explosion, and I also added in sprites for the character.

I’m happy with how it’s all coming along!

Light reflections, water refractions

March 10th, 2018

I did some more work on the look over the last few weeks. First I added light reflections to the waves.

This week I worked on getting refraction working. This really helped the look a ton!

Lastly I played with some perspective / 3D rendering. While it looks good from a distance, all the details that go into making 3D really work would get bogged down under the light and water effects. So I’m pretty sure I’ll be keeping this game 2D overhead.


Water and light

February 24th, 2018

This weekend I got a lot of items done! The core engine is somewhat working, and the most fun bit has been trying to work out the interactions between water and light.