2015 Year in review

Here is a list of the things I made/did in 2015.


MGLEd graphic

I think this is fair enough to put on here, even though I am now working on it again. I had intended to actually make more games with it, but it turned out that wasn’t really my style. I think I was making it for other people, and it turned out to not be for anyone but myself, really.


Salvage Crew

Salvage Crew

A game for 7drl, made in collaboration with Cale Bradbury and Sal Farina. I don’t think it turned out too great, but I finished it in time for 7drl at least.

Chain Jam 2 / Episode 5

chain jam ep 5

I made a little myst style game for this jam. I swapped graphical styles about 4 times over the course of 2 days, but somehow it turned out relatively coherent.

Contract Work

I spent a bunch of time working on contract work that has yet to be released. Hopefully this year?

Sector Editor

Sector Ed 1

Sector Ed 2


I spent a bunch of time working on a sector editor that runs inside of unity. This means that I can theoretically build doom style levels in unity very very easily. I don’t actually know who I am making this for. So far, all I have to show for it are some neat screenshots.

Sector Ed 3

Sector Ed 4

Delia Mute

Delia Mute

A roguelike I made in pico-8. It has memory issues that mean you can’t play through a full game, but it is pretty nice outside of that. Was thinking that I would port it to iOS, and then completely forgot about that plan.

The other things

I spent a significant amount of time working on a CYOA editor for iOS. I don’t think it is for me though, so it probably won’t get finished. I also spent some time working on my tracker for iOS, which def is for me, but it just feels like I will never recoup my investment on it, so it is painful to work on. So much of this past year has been forcing myself to work on things that I know I will never make any money on, and being sad about that. Hopefully in 2016 I will be able to get over that issue.

2014 year in review.

Weekly Dev Log 12/28/15


A much shorter week, due to holidays.


Started porting the web based action editor that I was working on to emscripten. This was pretty necessary due to slowdown in the lua.vm.js bridge functions. I am not doing much beyond writing wrappers for some functions right now.

Spent a little bit of time on the doom editor and iPad CYOA thing as well, but nothing significant. I don’t really know where either of those are going. In particular, the CYOA thing feels too slight to be worth finishing. Maybe I should send it out to people and see if anyone likes it or not.

Coming later this week: my yearly roundup of what I did. I am somewhat looking forward to that.

  • doom editor 0:31:11
  • ipad game editor 1:35:27
  • lua action game editor 4:56:59
  • mostly circle contract work 0:54:58

Weekly Dev Log 12/20/15


Another week, another project.


I spent a little time tackling bugs from the doom editor and the iOS CYOA editor this week. The doom editor got a major fix committed (3 concentric sectors would cause all sorts of headaches), and I started work on better face picking / texture application.

Action ed lua

Around march or april of this year, I had released a game making tool that never got any traction with anyone. I think a big part of that was I wasn’t using it myself, but it was also deeply strange for a number of reasons. Most of them had to do with the underlying complexity of the sdk. I had started trying to clean it up, but ended up realizing that it needed a full rewrite. That was too much to handle, so I dropped the project.

This week I came back to it, and rewrote nearly the entire sdk in lua. It took about a day. I spent another day banging my head against some strange bugs in lua.vm.js. This isn’t ready for release yet, but it is close. I am hoping that more people will be excited about it, since I smoothed out a ton of the issues.

  • accounting 0:46:03
  • doom editor 6:05:41
  • ipad game editor 0:39:36
  • lua action game editor 12:41:56
  • mostly circle contract work 2:14:13

Weekly Dev Log 12/14/15


One of the projects that I resurrected last week was a iOS based game making tool that I have been kicking around on and off for probably 6 years or so. The last incarnation of it was a Wario Ware DIY alike. Unfortunately, I got overwhelmed by the scope of the project, and ended up dropping it earlier this year. Before I dropped it, I wrote a new scope for it that felt more manageable. This week I implemented most of the things in that scope. Perfect.


The new scope for this game is an iOS based choose your own adventure system. You can draw little pictures for each scene, and link the scenes together through text. When you are done, you can upload it to the web, and have people share in it. I did a play test with Morgan on Friday, and she made this cool little game. Weird and experimental, and a cool first release for this tool.

game making tool screen shot

I posted this screen shot from the tool, which was pretty reasonably ignored until I explained around what was going on. So that tells me that the tool itself needs to look a bit shinier. Not a huge deal, just something that I don’t want to do until all the features are squared away.

game making tool screen shot

The last big chunk of work this week was ludum dare. I tried to make a board game that incorporated both of the themes, gardening and two buttons. Predictably I failed to completed it. I managed to get a few iterations in, and it was starting to feel like something though, so potentially I will return to the themes of it at some point.

I also mailed out the drawings from the plotter. Those that asked for them should be getting should be getting them shortly.

  • accounting 1:16:37
  • ipad game editor 13:31:29
  • music 1:53:03
  • Ludum Dare 8:15:36

Weekly Dev Log 12/8/15


Primary time this week was catching up with the books. I took on Morgan’s books too, which are way more complicated than mine, since she has inventory and vendors and about 15 different ways to process payments.


I got a major bug fixed with the doom editor, and then immediately found a new bug. Part of the fun of this project is that I am doing it with test driven develoment, so when I break something new I get about a million red lights. I hope I get the core sector finding code sorted soon though, because it is frustrating to just be mucking around with that endlessly.

doom ed bug notes

Other time this week was ressurecting some older projects that I spent time on earlier this year and were suffering from code rot. The iPad game editor is a fun one, and the last time I was working on it I had stripped it back to minimum viable product in notes, now I just need to go through and actually build the thing.

  • accounting 8:51:24
  • doom ed 3:30:52
  • ipad game editor 0:52:02
  • little iPhone Tracker 0:50:38
  • plotter 0:54:09
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