About Andy Gainey (twitter: @AndyGainey)

Independent game designer, professional software engineer, amateur philosopher, hobbyist drummer.


Ludum Dare 34
Ludum Dare 32
Ludum Dare 31
Ludum Dare 29
Ludum Dare 28

Andy Gainey's Trophies

Andy Gainey's Archive

Assisted with Cvltists and Crusaders

Posted by (twitter: @AndyGainey)
Tuesday, August 25th, 2015 6:01 pm

I didn’t make my own game this time around. Couldn’t think of any game designs based on the theme that I was excited for. I’m a mechanics-first sort of designer, and this iteration’s theme left me clueless. So I instead helped out with the programming and design on another project by some other local game devs. That project became Cvltists and Crusaders. (Also check out Bovidae Destroyer, produced by another local team.)

It was a new experience for me, being on a game jam team along with another programmer/designer, plus a very capable artist and a very capable musician. I was already worn out at the beginning of the weekend (not an encouraging sign at the start of a jam), and was exhausted by the end, but it was nonetheless a great team and a great experience; I’m glad I was a part of it!

Physical Prototyping to Improve the Design of Deserializer

Posted by (twitter: @AndyGainey)
Friday, May 8th, 2015 1:00 pm

Originally posted on my blog at experilous.com.

Reviews of my Ludum Dare 32 game Deserializer are going well! Feedback has been very positive, but has also provided some useful critiques. I’m looking forward to the rankings being finalized and published Monday evening.

But I haven’t been sitting still. Although I’m proud of what I accomplished in three days, I know that the game is far from perfect. I believe that the core mechanic of a Frogger-style play field and movement plus pattern-matching is solid, but the specific type of pattern matching and its associated mechanics are definitely not ideal. So yesterday I spent some time away from the computer doing some paper prototyping. After a few iterations of conjuring up and tweaking new rules, I believe I’ve found a game objective that will work better. Allow me to describe a bit of the process I went through. (more…)

My 1 Year Anniversary

Posted by (twitter: @AndyGainey)
Friday, December 5th, 2014 4:39 pm

This’ll be my one year Ludum Dare anniversary.  LD28 and LD29 were a lot of fun.  LD30 was quite a failure, but a learning experience regardless.  May I be blessed by the snowman for LD31!

As before, I’ll be utilizing JavaScript, JQuery, and CreateJS, along any bits of useful code from my prior projects found on my website. If I choose to do anything in 3D, then I’ve got some recently acquired skill with three.js that I can call on.

I’m assisted this time by Jeremy Breau of Antithesis Design. The media assets he’ll be creating will no doubt be far better than any weak vector art I would throw together, and having a partner with whom to share the design efforts is always rad.

My 3rd Jam and Vague Plans

Posted by (twitter: @AndyGainey)
Friday, August 22nd, 2014 4:17 pm

(crossposted from experilous.com)

This trimester I’ll be doing the 3-day jam rather than the 2-day competition, since I might have some outside assistance, and my schedule doesn’t really line up well with a Sunday evening deadline.

As before I’ll probably use the HTML5/JavaScript/CreateJS/jQuery combo, and take advantage of any of the code from my prior two jams or the other prototypes available here on my site.

Although I’ll note that I’m tempted by the recent release of the Unity 4.6 public beta, and the new GUI contained within.  Trouble is, I’m not very proficient with Unity, so it would definitely slow me down during a jam.  For some reason, every time I use Unity, I very quickly find myself confused by urges to fight the engine, rather than work with it.  So if I go the Unity route, the entire purpose of the jam will simply be to have any game completed to a playable state, whether innovative, fun, or otherwise.

If I focus on game mechanics, however, innovation is generally my objective.  This time around, I’m toying with a game style inspired by collectible card games like Magic:  The Gathering or Hearthstone.  Note the word “inspired”, as I don’t intend to literally create a card game.  But there are a lot of fascinating elements that I think can carry over into other game styles, and I’ve recently been working on doing that with some of my larger projects.  I don’t have anything to show for those larger projects yet, though, so this might push me to test the waters with some concrete functionality.  Always a valuable benefit of doing a game jam.

Symptomatic Retrospective

Posted by (twitter: @AndyGainey)
Monday, April 28th, 2014 6:43 pm

The following was originally posted on my own site at experilous.com/1/blog/post/ludum-dare-29-retrospective.  Some additional white board images are included there.

Ludum Dare is over, and my entry, Symptomatic, can be viewed here (or jump straight to the game itself on my website:  experilous.com/1/ludum-dare-29/).  The non-competition jammers are probably wrapping up their 72-hour game jam entries as I type, but having done the 48-hour competition, I’ve had the luxury of relaxing for a full 24 hour already.  Time to look back and reflect.

What a confusing tangled mess!


Early Screenshot

Posted by (twitter: @AndyGainey)
Friday, April 25th, 2014 10:02 pm

I documented my brainstorming session over on my site; you can read that meandering brain spew here.

Then I got down to coding.  I just have a bit of rendering down, no interactivity or notion of game world yet.  Loosely inspired by a combination of Minesweeper and SpaceChem, I present to you hex-grid cells with channels:

Posted by (twitter: @AndyGainey)
Friday, April 25th, 2014 5:46 pm

Two weeks ago, I didn’t think I’d be doing this jam; not enough energy after the International Space Apps Challenge.  But since then I’ve gained a ton of mental and emotional energy through the process of getting over my first notable bout with indie discouragement and frustration, so today I declare, “Let’s do this!”

I don’t know what toolset I plan on using yet; I’m gonna see what ideas the theme generates when it rattles around in my head.  But most likely I’ll go with HTML/JavaScript/CreateJS as I did with Ludum Dare #28.  I’ll likely also pilfer miscellaneous framework code from my entry for #28, Inversionaut., as well as anything out of a couple of humble prototypes on my own site (colony simulator, 4X space strategy)

To the pain fun!

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