Phil Hassey - game dev blog
Phil Hassey as Snidely Whiplash
"You can't buy awesomeness.
You're born that way."

Archive for the 'featured' Category

Galcon 3: the third

Saturday, 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.

-Phil

Galcon BOTS

Saturday, 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!

-Phil

Guard paths

Friday, April 20th, 2018

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

-Phil

Water now at fullscreen 60 FPS

Saturday, 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.

-Phil

Tropical waves

Saturday, 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.

-Phil

Improved 3D

Friday, 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.

-Phil

Particle explosions and sprites

Saturday, 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!
-Phil

Light reflections, water refractions

Saturday, 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.

-Phil

Water and light

Saturday, 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.

-Phil

Barely an editor

Saturday, February 10th, 2018

I spent most of my time working on improving the water flow algorithm. As it turns out, I couldn’t find any real improvements, so it’s not visually any different than last week. Code-wise, it’s maybe a bit better.

To say I got something done, I added in basic auto-tiling and a barely functioning editor.

Nothing too fancy, but hopefully I can add gameplay sometime soon. Will probably build up the editor more first.

-Phil