Archive for the 'Games' Category

Caster for the iPhone is out!

May 6th, 2009
Spencer Nielsen Follow snielsen42 on Twitter

Caster for iPhone

My good friend Mike has released his 3rd person action game Caster on the iPhone App Store! The entire desktop experience has been faithfully reproduced and tuned for play on the iPhone with remarkable performance. The game is really fun on the Mac and PC but it really shines on Apple’s handheld devices. The graphics performance is amazing and the relatively complex control scheme has has been adapted perfectly for the touch screen without sacrificing any functionality and is arguably easier to use.

If you are a fan of fast paced action games be sure to grab Caster. I think you will dig the gameplay and love the unique pseudo Mega Man/Anime art style. It is only $5 but there is also a free Lite version with one playable level if you want to give it a test drive first. The best part of all is that the value of your purchase will increase over time as it updates with episodic content for free.

Caster is out!

January 7th, 2009
Spencer Nielsen Follow snielsen42 on Twitter

At long last my friend Mike‘s game Caster has been released to the world! It is available for both Mac and Windows as a free demo or for $9.99, a full version with episodic content. Caster is a fast paced third person action game featuring fun weaponry (such as terrain deformation guns), nifty music and slick graphical effects. Mike has really poured his heart into the game and it is truly impressive to think that one person engineered and authored almost every aspect of the it. Yours truly handled the Mac port of Caster and it was a really great experience to watch Caster grow up into a full game. I am looking forward to seeing where Caster will go in the future!

Caster fan art contest

November 8th, 2008
Spencer Nielsen Follow snielsen42 on Twitter

My friend Mike over at Elecorn has been working hard for a long time on an action game called Caster. Fairly early on I started maintaining the Caster Mac OS X port and have had the unique opportunity of experiencing the game evolve over its development cycle. Caster has really matured into quite a fun and graphically impressive indie game. Mike has made use of a lot of neat techniques that produce slick looking graphical effects without shaders or vendor specific extensions. This emphasis on back to the basics GPU effects means that Caster runs pretty well even on older systems and doesn’t break compatibility across GPU vendors or even operating systems.

For the month of November, Mike has instituted a Caster fan art content. Caster itself has a neat feel to it and I am looking forward to seeing what people come up with. The winner gets to have their art featured in the final build of the game as well as a free copy! So if any of you out there have an artistic streak in you, see what you can come up with and it might get published in the game!

Physics Models

December 20th, 2007
Spencer Nielsen Follow snielsen42 on Twitter

So I have been thinking about what level of physics model I want to implement in Razor. Specifically I have been doing a lot of thinking about collision detection. There are a lot of different ways of doing things with their own strengths and drawbacks. I have initially made the decision of going for more precision and complexity versus speed and ease of computation. I have been spending a lot of time at Wolfram Mathworld trying to remember all the stuff I learned in college.

In preparation for the impending physics tests I have added optional bounding box drawing to all the Actor objects:

Razor Bounding Boxes

I looked around and didn’t immediately see any optimized math libraries that calculate determinants on the mac. If anybody knows of one please let me know. I did find this thread which had some helpful ways of doing it manually.

Why is it called Razor? I don’t know, I just needed a name.

December 18th, 2007
Spencer Nielsen Follow snielsen42 on Twitter

I actually had a very hard time thinking of a name for this project. Nothing really seemed to fit too well or sound that good. But I needed some sort of name for my new project. You have to call it something… I finally settled on “Razor”. What does it mean? Nothing. What does it have to do with the project? Nothing other than now that is what the project will be known by. After not being able to think of a name for a while and itching to just start coding on the darn thing I just picked the name and it has just kind of settled.

Ok, so what is it? On the Google Code page that it is hosted at I wrote:

Razor is a strategy game engine which is oriented around programming the AI of the units rather than direct control by humans. The idea is that human players compete by engineering the intelligence of the units under their control in order to fulfill an objective. The game world is in 3D and will employ some basic physics. Units, AI, physics models and many other aspects are extensible through a plugin system.

Razor is for Mac OS X Leopard only due to leverage of certain Leopard exclusive features such as dynamic loading/unloading of Objective-C, Garbage Collection and more as time goes on.

This is an idea I have had banging around in my head for a long time. Ever since I worked on an AI lab in college where the final semester objective was to program the AI of 5 tanks to play capture the flag against 5 other tanks controlled by one of the AIs of my many classmates. At the end of the semester the class had a tournament in which the prize was an instant ‘A’ in the class and didn’t have to take the final! My lab partner and I won the tournament and even though we both had As in the class at that point, not having to take the final exam was a big time relief at the end of a very busy semester. Perhaps I will make a blog post on our winning strategy later.

Along with that, I have always loved the great strategy involved in RTS games like Starcraft (which in my opinion is the best RTS ever made). I loved thinking of crazy new strategies that would find kinks in established defenses or play with the psychology of the other players. The only thing that prevented me from pulling off my grand designs was the limitations of my own reflexes. Some people just have the twitch and can bounce from scene to scene, keep everything in their heads at once and make lightning fast and precise mouse movements. But if the Korean Starcraft scene is any indicator, these cyber-athletes like gymnasts have a limited lifespan. Once you hit the ripe old age of 22 your reflexes aren’t what they used to be and some pretty young 16 year old is going to take your spot. What I want in some respects is AI programmable Starcraft.

Now the project is only in its infancy and is nowhere near doing anything of significant interest at this point but I decided that I wanted to get the code into an initial functional state that would at least be worthy of initial check-in. Because the project is open source I will be commenting here about the work that I am doing on it, future feature additions and other issues with great openness and frequency unlike my closed projects.

Below is a screenshot of the Simulation Viewer app that you can build and run right now from the source that is posted on the project page. It is not much but it is a start.

Razor, first commit

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