Chaos Rift Games is so proud of this day. We warmly welcome our Partner in game Artificial Intelligence design, GHI. From the very beginning, what got me into game programming was a deep interest in AI (Artificial Intelligence). Not just run of the mill video game AI, but realistic, believable …
Read More »Why I Left Buildbox for Unity3D
You’d think this would be a quick and easy answer. It really is at the heart of things. Buildbox is geared towards churning out fast and cheap games. Essentially throwing shit at the wall in hope something sticks. It has endlessly contributed to the mountain of detritus littering the iTunes …
Read More »A slight case of Rebranding
You may not have even noticed as the front facing transition with Chaos Rift Games was minimally impacted. But this weekend was a major rebranding event that is 80% done, the rest will be completed through organic evolution. Basically as I work on things and see something that needs a …
Read More »The Game that Started it All – Rocket Shark
Rocket Shark was a bit of a viral success when it was initially released a little over a year ago. What made rocket shark so special was not only the lovable flying shark as the main character, but also the simplicity of the controls. Simply tap to fly up, that …
Read More »How do you Deal With Failure?
How does a person spend 5 months, summer through fall and 16 hours a day, working on a game only to have it not be a shining success? To see downloads never exceed 200? Or spend hours a day making videos for YouTube, seeing years roll by and thousands of …
Read More »A Game Driven Life
I love video games. They’ve been a part of my life, my existence since I was younger than I can remember. I think 6 years old. I understood money and the cost of a game system. But I was also a bad child and the “good behavior” jar never filled …
Read More »Weekly Dev: The Game with No Name
Zobmie Shooter is becoming too generic and rather annoying. So until I can come up with a name, and really darn soon, it shall have no name. Lots of great happenings this week. All the various individual parts and pieces have finally come together for the first time. Play Time …
Read More »Dev Diary: Explosions, Impact effects and Ragdolls oh my.
It’s been almost a month since I’ve been able to get an update out. What a month it’s been. From a major ear infection, flat tires, Hurricane Florence and bites from angry bugs that caused swelling… Even Dragon Quest XI didn’t stop production. Things just slowed a bit here and …
Read More »My Game Design Philosophy
I talk a lot about the games I want to make, or what I’m working on, but rarely do I ever tell about my concepts of good game design. I’ve been an avid gamer since the age of 8 and will be till death do us part. So I wanted to share with my fans and followers how I want to make games going forward. Thank you so much for being a part of this new beginning.
Read More »Dev Diary: Immortal Realm GO, Zombie shooter and A*
I apologize I’ve not been as proactive on updates as wanted. It’s been an extremely busy two weeks and all positive. In order to make the Zombie shooter better, I took a detour into A* path finding. See, I personally want hoards of zombies coming at the player from all …
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