Questions or comments? Email me!

Welcome to Au 79 Games! I'll give you a little tour of my work:

1. Download and play my tenth, award-winning game, Flicker, and look at my thirteenth, most recent game, The Curse

2. Listen to a song I made for #FAWM, Shrine, and my most recent song, Sunrise

3. If you're a coder, check out my Github repository and the articles

4. Read about me

5. Continue to watch the home page as well as my projects. All of my newer games are on the Projects page!

Ask me your questions via email

December 31, 2013

I just finished my last One Game a Month game, The Curse! It's a more experimental narrative-based game, which makes it different from all of my other games. I put The Curse off until the end of the month (nothing new there), then crunched for ~15 hours to make the game.

I'm extremely proud that I made all twelve games, successfully finishing One Game a Month! It's one of the biggest achievements of my life. The lessons I've learned are uncountable. If you want to become a game developer, it is definitely the way to go.

I'm planning on doing a One Game a Month postmortem video soon that will cover all twelve games and my feelings on each. Next year I plan on doing a much bigger project, but I don't know what yet. Thanks for coming here, and have a happy New Year!


November 30, 2013

After a healthy bit of procrastination, I made Gravity. I used Blender because I was really short on time. I submitted it for both One Game a Month and Charity Game Jam. I used twitch.tv to live stream all of it, so you can see how I made it. Make sure to try out Gravity.


October 29, 2013

This month I felt a little tired of coding and decided to mix it up a little, so I made a board game! You can read the concept of Spacial Sprint.

I was pressed on time, and board game design was really hard for me! I learned quite a bit though, and know that I need a lot more practice with physical game design!


September 24, 2013

I just got back from Utah Indie Game Jam, an on-site 48 hour jam at Neumont University. Me and fifty other developers got together over a weekend an made a bunch of games. It was a lot of fun, and I made new friends. The jam's theme was darkness.

The game I made for the jam's theme is Flicker. It's an action game where you must see as much as you can in as little time as possible. Make sure to give it a look!

Due to the brutally intense but hugely productive 48 hours, I really felt the limitations of my code base. I was coding at the lowest level (most other developers used Unity, Python, Javascript & HTML5, or similar tools), and I think that slowed me down a bit. I need to do a bit of revising, especially with COM.

Update: The results of judging came back, and I won the innovation category! The prize was a $20 Amazon gift card, which means that I worked for $1.60 an hour :). Make sure to take a look at the other entries and the full list of winners.


August 16, 2013

August's game is done. I'm exhausted, and didn't really give myself much time due to work & procrastination. 7DFPS gave me the motivation to do a shooter, and gave me a hard deadline!

I'm really discouraged with the results. I really need to work on projects that I'm interested in and want to play around with, and this project just wasn't one of those. Blender Game Engine was a pleasure to work with (as it usually is), so I did learn a lot about my tools.


July 30, 2013

July's #1GAM is now done! It's called Flee. Make sure to give it a try!

After implementing a COM system earlier this month, I fell into my discouragement until the second-to-last day of the month, then rushed to make Flee.

I've been a little discouraged lately on my development future. A goal or some kind of direction would be nice as I am quite lost right now. None of my ideas are motivating to me and coding has been pretty rough. I have no idea what I will make next month...


June 30, 2013

I just finished June's One Game a Month game! It is a stealth-based game called Vision. Make sure to look at Vision!

This month has been a tough one, with long camps and other excursions taking away from development time. I'm still at war with collision resolution, and got side tracked coding a brainf*** interpreter :). I'm planning something pretty big, but I still need some time to get Base where I want it, so the next few months will be like the last.


May 30, 2013

May's #1GAM game is now complete! It is a physics-based game called Stack. Play Stack! Stack was the first game I made with the Blender Game Engine. I had a lot of fun making it.

I felt bad for not doing the Experimental Gameplay Project. My arch nemesis, collision detection and resolution, was giving me troubles all month, so I didn't have time to do EGP. I also didn't have SFML 2 compiling for Windows yet, so BGE was the safest route to go (and a ton of fun).


May 10, 2013

I haven't updated the home page in a while. I've finished yet another game! Tower is my fourth completed game, and I'm really proud of the results!

Although it was followed by success, it also taught me a few valuable lessons. First, I need to playtest my games more! After I watched my friend frustratingly struggle through the game (me laughing the entire time), it occured to me that the main game play mechanic needed a little work. Although I would've had time to do something about it, I was pretty tired of working on Tower.

Second, I need to test on more platforms before uploading! As you can see from the Tower main page, I had to issue a warning that the game did not play as intended on Windows computers. The game didn't crash, but for some reason I have not yet figured out the objects are locking at 0, effectively destroying all of the game play. As soon as I have some extra time I need to get to the bottom of this problem as it could occur in future projects!

Finally, I learned the value of planning ahead, the only lesson that didn't sting. Both Oh Ship! and Altar had extremely rushed development. SideStep and Tower were made one or two weeks before the end of the month, giving me plenty of breathing room.

This month I am planning on doing the April & May Experimental Gameplay Project from May 13 to May 20. I will submit the result to One Game a Month as well. Here's my planned schedule for the game:

Monday, May 13: Get the idea fleshed out and create a few prototypes to feel it out. Begin full steam development.

Tuesday, May 14: Code nearly all of the game.

Wednesday, May 15: Playtest the game with several different people. Make adjustments accordingly.

Thursday, May 16: Do more playtesting, then wrap it up and add art, sound, and music.

Friday, May 17: Finish all of the loose ends, then package it and test on a few different platforms. Release the finished product.

Saturday, May 18 and Sunday, May 19: Emergency days. In an optimal world, I will not have to use these, but I'm guessing it's best to plan for failure!

I'm really excited to see what I can build this next week!

UPDATE: I will be moving it back until May 20th due to hand pain.


April 1, 2013

I have just completed and uploaded Altar, my third #1GAM game! Make sure to check it out! I also made a presskit() that summarizes a lot about Au 79 Games.

I finally finished my postmortem I've been talking about! It summarizes all I've done game dev-wise from 15-16.


March 14, 2013

The TSA Idaho state competition was on March 7th-9th! It was great fun to meet new people who share my same interests. Initio was the game I entered, and it ended up getting...

FIRST PLACE!

It also ended up scoring me an article in the local newspaper! I'm the one on the far left, and am actually a sophomore (rather than a junior). His article did a good job representing me in that it did not dumb me down or anything. I'm really proud of doing this! Sorry for the bad image quality.

I'm still going to do a post-mortem for February and March at the end of this month, as well as decide if I want to continue with the podcast.


February 27, 2013

After a few hugely productive days, I've finished #1GAM's February game, Side Step, and am on the very last song for Primus (my album)! February has been a great month for me! I'm planning on doing a post-mortem of sorts soon, so keep an eye on this page.


February 14, 2013

With January behind me for #1GAM, February started with a keynote recommending that we include sound or music within our games. This is the perfect time for me because I haven't ever integrated sound into any of my games. February has been a very busy month for me, so expect the February game to be very simple but still accomplish the goals I have technologically.

I've been craving a new experience lately, so I decided to participate in #FAWM, which is a challenge to make 14 songs in the month of February. As of today, I've created nine songs! It's definitely different to me, but I enjoy doing it. At least one of my songs will be integrated into February's game. You should check out my #FAWM profile and my music on SoundCloud.

I also learned from last month that my games aren't very accessible (you have to have Linux and compile SFML 2.0 source code yourself), so my main goal is to get my Windows porting going smoothly. This involves making sure the interface to my custom game library is the same for the SFML 1.6 and SFML 2.0 versions.

Finally, I've been recording episodes for some sort of podcast about my adventures in game development. It's called "Indie to Be". In the first two episodes I talk a little about myself and what has happened recently, but it doesn't seem like a very good format for a podcast. The main point is still not perfectly nailed down, which is why I haven't released them yet. If I plan on continuing to make the podcast, I'll release it once five episodes have been recorded.

January 31, 2013

I ended up turning in Initio for TSA. I was working a ship battling game, but it ended up failing extremely hard. You can download Oh Ship! from the Projects page.


January 19, 2013

I recently realized that a game competition that I enter every year is coming very soon, and I need a game done this month to enter. I'm having some serious troubles with 2D collision detection and resolution (it's always tough for me), so the January 1GAM game will have to be delayed till February. I will turn in the TSA game as January's entrant.

A new game must be constructed in the next ~7 days that will be suitable for entrance to the TSA competition. This has been a stressful time for me because I'm still learning how I personally develop games, as well as what to look for in a new game idea. My main constraints are these:

  • Must be completed by January 25 or February 1 (I'm not sure on this)
  • Shouldn't need any collision resolution, especially with the tile map, due to my difficulty with collision resolution
  • Cannot be terribly violent (in the rules it states an "E-rated game")
  • Must run on Windows via CD or DVD or on an iOS device


January 3, 2013

First of all, happy New Years!

One Game a Month has officially started! You can view my profile here. I'm using this homepage as my blog on 1GAM.

So, it begins...

I just started on my game for this month. It's going to involve patterns/fractals and spelunking. I generated the topics using my own topic list and a random number generator.


December 29, 2012

As you may have realized, it took me more than 3 years to finally possess the knowledge to create and publish games. I"m definitely a slow learner!

Any ways, I am now ready for a more rigorous development cycle. One Game a Month is starting this January and I am wholeheartedly excited to participate. I will release one game every month to this website in order to learn a ton and get my ideas out of my head. I will add the games to Projects and write Articles about my experiences.

I have a strong resolve on this one. I will make a game every month!

Also, Initio is still available for purchase! The price is $0.25, so save up :)!