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  1. 9 July 2014

    WE ARE DOOMED v1.02

    I’ve updated WE ARE DOOMED with a few technical and aesthetic improvements.

    Top of the list is improved game controller support. We Are Doomed now supports a much wider range of (dual analog) controllers. You can also have multiple controllers connected and select the active controller in the menu.

    Next up are aesthetic changes for Trinkets and Missiles to improve contrast & visibility. You can see what I mean via the magic of animated GIFs in my previous post.

    "COLLECT!" hints no longer appear on wave 11 or later. While they are useful early on, they can get distracting in the later waves.

    Finally, there were some instances where the excellent in-game music would stop playing. These bugs have been squashed.


    WE ARE DOOMED v1.02 is already out on itch.io, and will roll out on Humble and Mac App Store in the coming days. Feedback is greatly appreciated, as always.

  2. 9 July 2014

  3. 24 April 2014

    WE ARE DOOMED Release & PAX East

    WE ARE DOOMED is now available on Windows & Mac! Visit the website for more info, screenshots, and of course, to buy it. I’m so pleased with how everything turned out.

    If you’re press and are interested in covering WE ARE DOOMED, please get in touch.

    I was also thrilled to attend PAX East to show WE ARE DOOMED at the Indie MEGABOOTH! It was such an amazing experience, filled with magical little moments throughout. I met a group of cool indies, and a diverse crowd of people who played and totally loved the game.

    In short: exciting times!

  4. 21 January 2014

    "Pixel" shatter for score FX.

    "Pixel" shatter for score FX.

    "Pixel" shatter for score FX.

  5. 12 January 2014

  6. 23 October 2013

    A (Very) Belated WE ARE DOOMED Announcement

    I’ve been busy these past few months going back to the basics and working on a twin-stick shooter called WE ARE DOOMED. I debuted it at the Seattle Indies Expo (to some very positive feedback) over the first week of September. I did mention this was belated, didn’t I?

    WE ARE DOOMED covers a well-worn genre, but it’s not exactly straight-forward or predictable.

    Giving the player a massive, overpowered laser beam weapon was the catalyst for booting up Xcode and prototyping away. Even when it was just a doodle in a notebook I knew it would survive the development process, even as everything from the controls, to the look, to the enemy behaviours changed dramatically.

    However, it quickly became apparent that an overpowered player was going to make the game too easy. So I threw lots of enemies on screen. I wanted to avoid making a “bullet hell” game, so most enemies don’t shoot at all and are quite weak. The challenge for the player is in the overwhelming number of enemies, and the general trickiness of their movement patterns. This means the play style is less hyper-accurate dodging, and more strategic and dynamic crowd control.

    This became the fundamental hook for WE ARE DOOMED: the interplay between the player being overpowered and the enemies spawning at an overwhelming rate.

    Apart from the mechanics, I was interested in exploring vector art styles. I love the glowy vector look as-made-famous by Geometry Wars, but there’s so much unexplored territory. I surveyed far and wide, and settled on rough, glitchy geometry with an emphasis on motion and colour.

    I initially pegged the release date for October. Unfortunately, that turned out to be very optimistic. Early 2014 is looking more likely. I’ll make sure to post screenshots and videos along the way though!

    For now, you can visit the WE ARE DOOMED website and follow me on Twitter.

  7. 12 March 2013

    Announcing Responses

    Responses, a quick way to write personal responses to common messages, using snippets & tags.

    Responses, like all my apps, was built to scratch my own itch. I receive a lot of support e-mail, and I wanted an easy way to reply to the more common ones on my iPhone. But I’m not a fan of templates. They’re inflexible and devoid of personality. I didn’t want an app to do all the work for me. My thinking was that the app should get the boring stuff out of the way so I could spend my time engaging on a more personal level with the recipient.

    Responses is designed to let you compose personal messages efficiently. Instead of building monolithic templates, you start by creating* short, reusable snippets. Composing a message with snippets gives each one a uniquely crafted twist. Tags, placeholders you can tap on to fill out, let you personalize the message further.

    (* Most apps of this kind come with generic data pre-loaded to save you trouble. I specifically avoided that. I make you type out your own set of snippets so that your messages sound like your voice, not mine.)

    I look forward to having you all try it out, and please, do e-mail in with your thoughts!

  8. 12 June 2012

    Timeli 1.4 (and future updates)

    Timeli 1.4 is now available on the App Store. It adds retina display graphics for the new iPad.

    I’ve received a few e-mails and tweets regarding future updates. I spent the year following Timeli’s release updating the app, mostly based on user feedback, while carefully maintaining the simple & intuitive interface.

    But now the time has come when Timeli is no longer under active development. This means I will not add new features, but I will continue to support the latest versions of iOS, and fix bugs.

  9. 13 January 2012

    Nintendo Wii U video walkthrough on The Verge

    Nothing new here, but the quality is much better than the shaky cam, noisy show floor footage from E3. I didn’t write much about the Wii U then, so I guess now is a good time.

    • Nintendo really have their finger on the pulse. The DS, Wii, 3DS, and now the Wii U all seem to have either started, or happened in close proximity with, major gaming trends.

    • The tablet controller looks great. Ergonomically, it looks comfortable to hold and lightweight. I’m a fan of the circle pads too.

    • I suspect the one tablet per console limitation will get bumped up to two. However, I fear the resistive touchscreen is here to stay. It has some benefits, but a capacitive multi-touch screen is so much more versatile.

    • Using the Wiimotes is a great idea, but it means we’re stuck with relatively primitive motion controls for longer still. I worry that developers will continue to largely ignore MotionPlus.

    • It’s always exciting to see what wonderfully creative games Nintendo showcases their crazy new input devices with. The games look so fun and playful. They look especially vibrant in HD. Some of these demos will end up being system sellers at launch, as with the DS (Yoshi Touch & Go), and the Wii (Wii Sports).

    • It’s a shame that indies won’t get their share on the Wii U. Nintendo’s consoles (more so than Xbox and PlayStation) could benefit from AppStore-like games because there’s so much more potential for novel, smaller scoped ideas. It’s more complicated than that obviously, Nintendo can’t afford to devalue software like Apple can. But there are ways around that, and I fear that Nintendo isn’t even trying.

    • E3 2012 can’t come soon enough.

  10. 11 January 2012

    My 2011 in games

    2011 has been an incredible year for videogames, so I’ll get right to it! This list isn’t ranked, except for the Game of the Year, which is. I’d take forever agonizing over how to rank the rest of them, so I won’t bother.

    Let’s start with all the great games I didn’t play. Shogun 2, Bulletstorm, and Saints Row 3 sit idly in my Steam library, waiting for me to click “Play”. On my desk is a stack of unopened games, including El Shaddai and Catherine. Then there are the games I haven’t even bought yet. I’m looking forward to the typical first quarter lull to get cracking on them.

    Game of the Year

    Although if the coming first quarter is anything like the last, that may not happen at all. 2011 eschewed any feeling of anticipation by delivering my Game of the Year early. Predictable as it may be, that game is Portal 2.

    Portal 2 added more everything to the mix and explored it deeply, but it never felt tedious or drawn out. The new mechanics fit in so naturally, adding complexity to the puzzles without sacrificing the elegant controls. The story too was more elaborate, but the storytelling remained brisk while still finding new ways to make us laugh and surprise us.

    And therein lies the beauty of Portal 2: it’s full of surprises all the way through. From the hilarious opening sequence, to an ending that was more epic than it had any right to be, to all the gags, new mechanics, and brain-twisting levels in between, Portal 2 had me guessing, and grinning, all the way through.

    Almost a revolution

    Similarly, Deus Ex: Human Revolution had me gripped from start to end. While it wasn’t perfect (insert mandatory boss fight complaint here), it delivered on it’s promise of freedom and choice within a surprisingly compelling narrative. The game had me constantly re-evaluating my tactical position during missions, and better still, my moral position on the issues.

    Human Revolution’s greatest achievement is that it refined the Deus Ex formula without sacrificing depth. But it also never reached for anything beyond remaking a decade-old game. I would have loved to see a world that felt more alive, NPCs that felt like more than quest dispensers, and so on.

    Even so, it’s clear that the team at Eidos Montreal delivered on an incredibly ambitious project. Thief 4 is in good hands.

    Bending the rules now…

    Let’s talk about two games that weren’t released in 2011. I recently bought a PlayStation 3, and at the top of my “PS3 exclusives to play” list was the Uncharted series.

    I played through Uncharted 1 & 2 back to back, and loved every minute of it. The series has a bit of an identity crisis, unsure of whether Nathan Drake is more Indiana Jones or Marcus Fenix. It’s the former parts, the adventuring, leaps of faith, brawling, and nail-biting chases around a breathtaking setting that make the Uncharted series special. The shooting sequences, while not bad by any means, were just not what I wanted out of the games. I turned the difficulty down to easy, and genuinely had more fun. The sequel leans more toward the adventuring, and is a much better game because of it.

    I don’t usually have patience for the gameplay/cutscene method of storytelling, but Uncharted proves that it’s possible to get it right. It helps that the story and dialogue are great, and the characters are likeable, but the key is in the pacing. Cutscenes are to the point; they develop the characters with punchy dialogue and occasional exposition, and push the story forward by way of your next objective.

    What they don’t do is steal all the best parts. You’re never watching the exciting set pieces, you’re playing through them. And the set pieces are incredible. Uncharted feels like it’s having an arms race with itself, constantly trying to out-do the last crazy situation it threw you into, while escalating the size of things being blowing up. I’m not even sure how Uncharted 3 is going to top this.

    The best thing I can say about Uncharted is that when the credits were rolling after my back to back play through, I seriously had to restrain myself from unwrapping Uncharted 3.

    POW!, ZAP!, etc.

    I rounded out the year with Batman: Arkham City. I haven’t played it for too long, but so far it’s everything I hoped: a bigger, better Arkham Asylum. The open world makes traversing the environment even more satisfying than before, and the melee combat is still the best out there.

    Videogames for public transit

    In the handheld world, my DSi had one more good game in it left before being relegated to my pile of retired tech. That game was Ghost Trick: Phantom Detective, a wonderfully told story played through an innovative blend of adventure/arcade game puzzle solving. I’d expect nothing less from the brains behind Phoenix Wright. Also features splendid character animation, the likes of which reminded me of the original Prince of Persia.

    Super Mario 3D Land gets Handheld Game of the Year though. Traversing the world is as fun as ever, especially without having to deal with a camera. Although the level design is not quite as inspired as the best of Mario Galaxy, the game has you hopping through worlds, ideas and one-off mechanics at an alarming pace unheard of outside of Nintendo games.

    Compulsion loops

    Jamestown did the impossible: it made shmups accessible without compromising the level design or mechanics. Instead, Jamestown uses a difficulty system that hooks you in on easy, but then forces you up the difficulty levels as you learn how to use the mechanics effectively, and (eventually) do a bit of level memorization too.

    It was also responsible for my most heart-breaking game experience of the year: getting to the final sequence of the final boss with no lives left, and getting hit by the bosses very last bullet. I was too devastated to retry a million+1th time, but I got my revenge the next day.

    Joe Danger SE is Excite Bike with a thick layer of “CUTE!” and more medals, stars, points and best lap times than any mere mortal could ever hope to receive. And yet I try over and over again.

    Games like Trials HD left me cold, but Joe Danger’s cute aesthetic ensures that your initial grin is never quite wiped off your face, even if it is competing with gnashing of the teeth and general sweary-ness.

    It’s the plethora of ways to finish the level that keeps me going. I’ve yet to win a “best lap time” medal, but what about collecting all the stars? Hitting all the targets? Pulling stunts for the whole level? Now how about all of the above in a single run? You end up failing over and over again, but Joe Danger never fails to be an enjoyable experience.