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My Games
Death From Above
Death From Above is my first 3D game.
You're the gunner of an AC-130, and you have to judge your shots
to hit Communist thugs on the battlefield below. The game was over 2
years in development, and uses custom physics and graphics engines. It
includes a 3D water simulation, deformable terrain, and destructible
buildings.
Death From Above had contributions from these people: Luke Allen - physics, gameplay, art Greg Jaworski - graphics engine Austin Hull - art Anna Li - art The end-of-campaign photos are from these sources: Europe Campaign II Other Campaigns
Angular Velocity
Angular Velocity was a
much larger effort than my earlier games. You control a ball, and your
object is to break the window at the end of each level. You use a
grappling hook to swing through the world, tilting the phone to control
gravity. The game runs on a custom physics engine that I wrote.
I've recently released a level editor
as an update to the full version; the level editor tutorial is here. An Angular Velocity
user, Billes, wrote an excellent browser-based version of the level
editor, here.
Space background and selected other graphics are by Austin Hull.
BattleTanks
BattleTanks is a top-down tank combat
game,
similar to the Nintendo
Wii Play tank game. You tilt the phone to drive the tank, and touch to
aim. When you destroy enemies, you pick up weapons and upgrades. The
upgrades available in the game are:
TOW missiles
- can be guided in flight by touching the screen. (Tube-launched,
Optically-tracked, Wire-guided (TOW) missiles are a real anti-tank
weapon. The basic operation is that a soldier or helicopter gunner aims
the sight at a tank, and electronics in the missile launcher optically
track the missile by watching a flashing light on its tail fin, and
issue it commands to guide it to the aim point. Thus the missile is
cheaper and lighter because it doesn't need a guidance system, and all
the complex parts in the launcher get reused for the next shot.)
Railguns
- an instant shot, penetrates multiple tanks. (Real railguns are not
practical yet for combat purposes, because the rails get destroyed
after a few shots. If the material science problems get solved though,
they'll be awesome. The basic idea is that they shoot at 20 km/s and
produce an explosion just from sheer kinetic energy, like getting hit
by a meteor. They would also be cheaper than missiles.) See my coilgun page
for a simple homemade electromagnetic gun (although unfortunately,
coilguns cannot reach anywhere near the muzzle velocity of railguns,
and are pretty useless as actual weapons, they are easy to build.)
Mortars
- can be aimed by touching and holding on the screen. (Real mortars are
more for anti-personnel use; this is kind of an unrealistic weapon in
the game.)
Improved speed
-
Self-explanatory. (Real tanks don't go around picking up faster engines
in the field, but I have read that their mechanics often remove the
speed limiters on the engines. So let's say that this upgrade
represents that.)
Composite armor
- This upgrade will absorb one hit, but is lost in the process. (Modern
Western tanks use layers of ceramics and other materials to absorb
damage, and it's far more effective than just steel.)
Tanks and selected other graphics are by Austin Hull.
Atomic Bomber
In Atomic Bomber, you control a NATO
ground-attack plane during a hypothetical 1970 Soviet invasion of
Europe. You can drop both conventional and nuclear bombs. According to
Tom Clancy (who is my main source of Cold War knowledge), the NATO
battle plan was to use tactical nukes during a Soviet invasion because
the Soviet ground forces massively outnumbered NATO. In the game, you
face Soviet anti-aircraft artillery (the ZSU-57), SAMs (the SA-2), and
fighters (the MiG-21). To keep the game interesting, you have to just
avoid the fighters; they're invincible. In reality, (also according to
Tom Clancy), NATO expected to have air superiority during a Soviet
invasion, so the Soviet fighter threat in the game is probably
unrealistic.
Based on the high scores that the game submits to my web
server,
as of February 2013, 82 million games of Atomic Bomber have been played
since its September 2010 release, and roughly 495 years have been spent
in gameplay.
I've
recently added an extra game
mode to the full version, where you can fly an A-10 Warthog armed with
a
GAU-8 30mm depleted-uranium cannon, plus Hydra 70 unguided
air-to-ground rockets. Below is a screenshot of the new game mode. The
A-10's cannon can be used to shoot down the MiG (which was highly
requested by players.) The MiG also gets shot down if a stray SAM hits
it, in both game modes. The A-10 mode uses a separate online high score
list from the regular mode.
My
newest programming project has been learning OpenGL and porting Atomic
Bomber to iOS. The gameplay is the
same as the Android version, and the online high scores lists are
shared. (Right now I
don't plan to port my other games, but we'll see
how it goes.)
Snowjob
Snowjob
is the
first Android application I made (and you can tell; it's fairly low
quality). It was inspired by the February
2010 blizzard that closed the Federal government for a week. The game
is a simple arcade game where you have to drop snow on politicians to
keep them from making it to the US Capitol building. Every time a
politician gets there, he will issue a soundbite and increase
the
national debt. The game is over when national debt reaches 100% of GDP.
(A "snowjob" is when politicians engage in misdirection or obfuscation,
so I thought the name was appropriate.)
If you're viewing this page on an Android device, you
can download the games from the Android Market via this
link. (The link only works on Android devices)
Source for the Snowjob graph of actual US debt is here.
Source for the Snowjob intro background image is here.
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