The Biggest Smallest Tetris

Via a slack I’m on, I only just this morning became aware of the MegaProcessor, a 16-bit microprocessor with LEDs attached to all the gates and transistors, that is then blown up to the size of a room and mounted on walls so you can see it working.


Oh, and it plays Tetris.



Frankly, this thing is amazing, and I would love to see it in person one day. Here’s the computerphile video that let me know of its existence:

Another one bites the dust

Tonight Abstract Puzzle got a slight refresh, removing some expired App Store links, as well as adding headers for “Forthcoming” games Puzzle Prison and ActionGo, and “Retired” games ActionChess and Oppo-Citrus that were removed from the app store last September.

I also added Root Down to the lineup, and changed some wording here and there.

Sadly, For The Win will be moving from “Mobile Board Games” to “Retired” sometime in the next month or so. I got the same email from Apple about it as I got for the other two games. I don’t have time to update it to support all the new screen sizes (and that app in particular would probably require some new graphics).

GDC / VRDC 2017 Recap

I gave a 7 (-ish) minute presentation tonight at our local VR & HCI meeting. I was one of three folks invited to share their GDC / VRDC experiences. Here are the slides:

Additionally, I was contacted today by a student looking for more information about my experiences in the local game industry. If you are interested in that sort of thing, I’ve posted the transcript below.

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Get ’em while you can!

Last week, as part of their initiative to clean up the app store, Apple marked two of my oldest apps as needing updates or they’ll be removed from the store (in 30 days). Since I don’t really have time to update them right now, I’m changed their pricing to free so everyone has a chance to download them before they’re removed. When I do get around to doing updates, I’ll definitely put them back back in the store as paid, so get ’em while they’re free!

The affected games were ActionChess and Oppo-Citrus.

These are games that I’m really proud to have made, so if you haven’t played ’em, please do go check them out. (And let me know what you think!) Enjoy!

Game Idea A Day – Retrospective

As should be obvious to anyone following along, (or stumbling onto this series), I basically quit doing the weekly summaries for my “game idea a week” project back in July. There are probably a lot of reasons I suppose, but mainly I got busy. I had 19 daily journal entries in August, so I didn’t fall off doing them entirely. But if I didn’t have time for the daily journal entries, I definitely didn’t have time for the Friday recaps. (Which always took longer than I’ll admit to myself to write.)

Anyway, I felt I should write something here. I’m still going to keep this project going through the end of the year, and I want to write a recap of the entire year at some point, summarizing the number of entries, frequency of certain types, and generally just doing some meta-creative analysis.

Game Idea a Day – Week 28

Almost every week, I get to Friday, and before I start writing this post I’m thinking “wow, the ideas for this week were not very good, this is going to be a hard post to write”, but then I start looking at them, and it’s never as dire as I imagine. (Even bad ideas often have some merit!)

Also, I missed another day this week, and I’m thinking now that even if I skip one day a week, that’s alright. I don’t want this project to stress me out. (And I’ve got plenty of other stuff I should be working on.)

7/8 – I thought a bit about an augmented reality game in VR. So there is a virtual environment, and you put on a “headset” in the game, that then changes some aspect of the environment (either how it looks, or by changing it).

7/9 – Missed a day.

7/10 – A game where you are a walking flower, with littler flowers for eyes, and you collect flower petals to open doors that looks like giant flowers.

Maybe this was inspired by my donut on donut idea from the previous week. I guess idea inception was a theme for the week, since my next idea was basically the same thing for hats:

7/11 – A hat collecting puzzle game. A game where you put hats on cute furry animals. A game where hats are currency. A game with hats on top of hats on top of hats. A game where hats indicate status and occupation and stealing a person’s hat is tantamount to stealing their identity. A game with hats as achievement badges. A game with hats for guns. A game with hats to indicate belts in a hat-based kung-fu with hat-katas and hat-hand to hat-hand combat. Hattastrophie.

7/12 – A game inspired by some conversations on slack about Pokémon Go and “skinner box game mechanics”, labeled simply, Skinner Box: The Game. A game that attempts to recreate a Skinner box like experience as closely as possible. You are a rat in a cage. You have a single button and you are being conditioned to press it.

7/13 – Some thoughts on the milieu/setting/premise for a game set on the construction site for a giant city-sized building. The thing has been “under construction” for hundreds of years and the entire process has been meant to be self-sustaining from the beginning, so you have folks whose job it is to make food for the folks whose job it is to make concrete, etc.

7/14 – A game inspired by packing a moving truck full of boxes. Essentially you have a bunch of different boxes and you have to fit them into a truck. I was imagining this as a VR game, because I think it’s more fun if you have the 3D perspective on it. You could have a bunch of different sized trucks and scenarios. Maybe it starts out just packing trunks of cars getting ready to go on vacation.