Made with Ossium - Please Hold

A few days ago I took part in the 4th Extra Credits Game Jam. It was the first game jam I’ve ever finished, and it was pretty fun! The theme was “Connect” and there were a whopping 314 entries, with a time period of about 4 days for people to make a game either as part of team or solo. I worked solo for the jam, and I quickly latched onto the idea of a game where you would play as a telephone switchboard operator. I figured that would enable me to combine both literal physical connection and social connection (though ultimately the game was more literal than I originally intended). I made the game using Ossium, the open source 2D game engine I’m developing, and (surprisingly) it worked out pretty well. I called the game “Please Hold” and you can check it out here.

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Serialization and Schemas in Ossium

Hello! Today I’m going to chat about a paradigm used in data-driven game engine design: the type schema. I’m currently working on Ossium, a small 2D game engine; it’s a pretty self-contained game engine, providing an interface for managing disparate systems and game object data. One of the key features in Ossium is a serialization system that allows me to convert a game object (or even a bog standard class) into a JSON string. This forms the foundation for data-driven game design in the engine, as it will allow me to tweak property values of game objects without touching the code to some degree, which is great for rapid prototyping and general game development.

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Welcome to my new blog!

I’ll be posting articles on programming solutions and various projects that I’m working on. In the meantime, why don’t you check out the little game engine I’m working on over here.

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