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

Water effects

January 28th, 2018

I tried playing around with water effects. This first one is a pretty standard cellular water effect.

I was messing around with the settings and got this really fun effect.

The tough bit is getting the water to distribute in a way that no water is lost or gained. Haven’t quite figured out how to do that yet. The basic effect really gives “infinite” water and just models the waves.

-Phil

More lights and shadows

January 21st, 2018

I spent a bit more time fooling around with my light / shadow engine. Got it running nice and fast with a ton! Changed the colors to make it look better.

This shot has about 200 moving light sources.

-Phil

Lighting engine

January 20th, 2018

I put together a lighting engine this week.  It took a lot of coding before I could really test anything.

My first test effort I just rendered things as boxes to ensure that I even had the correct data.

Next I did some ray casting so I could see if I got that working.

Lastly I rendered those rays using a triangle fan.

I found that the CPU was being maxed out pretty bad, it turns out my first step (showing the boxes) was using the most. So I turned those off and things ran at a nice clip.

-Phil

BREAK(re)WIND

January 15th, 2018

So I spent some time adding time rewind to a simple breakout style game.  Once you miss a ball, it rewinds a few seconds.

The rewind worked, but I didn’t feel it really added much to the breakout experience.  It would do just as well to just give the player more balls.  While creating this prototype, I named the folder “breakwind” and only an hour or so later did I realize the double meaning.  I’m not sure if that makes it the best or worst game name idea I’ve ever had.

-Phil

Time rewinding fire effect

January 10th, 2018

Part of the trick of time rewinding is to have as little state as possible.  This fire effect is generated from just this:

fire_draw(GAME.t,0,100,100,12,234)
To get this to work, I’ve pre-calculated how the flames will move.  Since the state is so small, fast-forward and rewind only depends on changing the GAME.t .
-Phil

Nifty time rewinding star field

January 6th, 2018

I’ve been playing around with various prototypes over the past few months.  I decided I might as well start sharing what I’m doing.  Gifs are easy to make!

I made some simple time rewinding code the other day.  I’m pretty pleased with how it came out.  I updated it with fancier particles and a slightly different pattern and got a really neat effect:

Anyway, hope to make some more fun prototypes off this concept.  We’ll see!

-Phil

TANKOUT everyone in my crazy new game!

January 31st, 2017

Yo, I made a crazy multiplayer creative tank battle game! Please check it out and tell your friends!

 

Get it on Google Play

A new game! emoj.io has arrived!

October 14th, 2016

Hey y’all I’m really happy with my new game! Please check it out and tell your friends!

 

Get it on Google Play

Galcon 2 – Galaxy Map update!

September 7th, 2015

Ahoy there,

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New Galaxy Map update out for everyone to see! The key differences are this:

– Once a star is taken, it cannot be attacked again
– The war will be extended extra days until you conquer it
– Clans can only wage two wars at a time
– There is no Galcoin cost for wars, except for the initial invasion
– Discovered constellations give 2x points

The strategy here is that large clans need to connect to smaller clans as quickly as possible so they can have access to more wars to ally in, so their faction can expand more quickly.

Have fun!
-Phil

Galcon 2 – Galaxy Map 2.0

August 5th, 2015

The Galaxy Map has been re-opened! The major changes include dividing the clans into factions and connections between stars.

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The main changes from the old map are:

– Clans are divided into 3 factions
– All wars and alliances require proximity
– The map will supernova after X days
– Stars values no longer change

Have fun!
-Phil