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No-Face Man

Posted by (twitter: @brackeen)
Sunday, December 7th, 2014 7:06 pm



LD Entry here



waka waka waka waka waka waka waka waka

Posted by (twitter: @brackeen)
Saturday, December 6th, 2014 9:41 pm


Procedurally-generated Pac-Man maze, based on the size of your screen.

Featuring No-Face. Because of reasons.


  1. Step 1: Render some textures to the screen, yay.
  2. Random maze generation.
  3. Maze rendering. Rounded corners, yay.
  4. Movement, collision detection.
  5. Forgiving input (lets you turn a corner even if you just passed it)


  1. Enemies, powerups
  2. Sound (waka waka)
  3. Title
  4. Polish x 10,000

Oh hi, I’m in

Posted by (twitter: @brackeen)
Friday, December 5th, 2014 8:13 pm

5th time, and if I actually submit something, will be my 3rd submission.

Current inspiration: Popeye, Marios Bros, Donkey Kong Jr, Q-bert, Dig Dug, Intellivision Pinball, Thunder Castle.

No idea what I’m doing yet.

Tools: My junk on my github, Photoshop, GarageBand.

Let’s do this.

Take from the rich, give to the poor (and I’m out)

Posted by (twitter: @brackeen)
Sunday, August 24th, 2014 5:32 pm


Man, time flew this weekend. I added so much to the game. But it’s not enough! There’s no way I’m going to finish by the deadline, so I’m bowing out.

I added income and taxes. People’s income is based on their career. If someone doesn’t have enough money to survive (say, they are a starving artist), their relatives will help them out. If relatives can’t help them out, they could die.

At the start of the game, there are no taxes.  Here are some example stats before taxes:


You can have a flat income tax, a progressive income tax, or a negative income tax. After adding a negative income tax, it would look something like:


A negative income tax is a a progressive income tax with a basic income. So the number of rich and superrich shrink, and the number of poor disappear. Hey, it beats taking from the rich and giving to the poor the hard way. It doesn’t fix all problems though – middle class people could still be in poverty if they had several kids.

I also added some more awful, evil things you could do. You could exile all poor people from the island, for example.

But it all just wasn’t enough for a complete game.

It’s fun to watch the people interact over time and build their own personal stories. Like I mentioned in an earlier post, each person was simulated individually, and they had relationships and children.

And it was fun to try to fix poverty problems or exile people you didn’t like (you could exile all corrupt politicians for example). But there were no “win” condition, and “losing” was possible, but unlikely. You could make your own goals, but goals could be reached too easily. And there were no negative consequences for exiling an entire group of people. It needed a lot of gameplay work.

So, it was fun to work on, but I’m out. Maybe next time.

> exile all evil capitalists

Posted by (twitter: @brackeen)
Saturday, August 23rd, 2014 9:54 pm


Story and basic commands are coming along.  One of these days I’m going to learn to not write like a teenager, but today is not that day.

You can exile people from the island…


There are regular capitalists, and then there are evil capitalists. Here, I exiled the sole evil capitalist from the island.

You can also exile individuals, or broader groups. One time I exiled all males from the island, but there were a couple transgender folks – biological males identifying as female – that weren’t exiled. They had children and decades later the population had rebounded.

You can also do some awful things, like “exile all orphans”. I mean, how evil do you have to be to do that.

What group would you want to exile?

The game gets slow around a population of 5000 or so. This is because the couple-matching algorithm is O(n^2). Luckily the game is going to be a far lower population, so this won’t be a problem.

Next, I plan to give the player more choices, namely tax policy (no tax? flat tax? progressive tax? estate tax?). Plus a few random choices or events, like “Community Chest” in Monopoly. What else should I add? There could be different goals, from being selfish by owning the entire island and controlling wealth, to being benevolent by eliminating poverty or inequality.

Right now it only runs on command line Mac OS X. If I have time, I’ll export to WebGL via Emscripten.

Progress – text-based sim

Posted by (twitter: @brackeen)
Saturday, August 23rd, 2014 12:16 am


The general idea is that 16 people are castaways on an island. One hundred years later, their decedents connect to the outside world and initiate trade.

Each person is simulated individually, which is fun. Relationships are  created by mutual attraction. There’s currently a bug where cousins are hooking up, though (Oops).

I’m not sure what the goal will be. Eliminating poverty on the island, maybe. That’s it for today…



Posted by (twitter: @brackeen)
Friday, August 22nd, 2014 5:20 pm

This will be my fourth time (I didn’t finish the last one, so if I finish this one, it will be my third LD game).

This time, I want to do a command-line, text-only game. I’m excited about this. But who knows, maybe I’ll change my mind when the theme is announced.

My main tool will be potato salad.



And I might use C/C++ libraries from my GitHub: https://github.com/brackeen

One Get You Only

Posted by (twitter: @brackeen)
Friday, December 13th, 2013 8:09 pm

I’m in. Third time.

Code:  Xcode and OkSprites. (OkSprites is my personal C++11 library. It’s missing keyboard input and audio in HTML5, so this should be interesting. Plus, it’s not documented enough for public consumption, so you’ll probably want to avoid it.)

Art: Photoshop CS6

Sounds: GarageBand and SFXR, probably.

Ideas: The obvious choice is a permadeath game, but actually… I have no idea what I’m doing. Good luck, all.

Edit: I’m out. By the first 24 hours, I had a puzzle game working, but it just wasn’t that fun.  So I woke up this morning and decided not to spend the last day polishing it. Bowing out.

As finished as it’s going to be!

Posted by (twitter: @brackeen)
Sunday, August 26th, 2012 5:57 pm

Basically all you do is mutate the aliens and watch them fight. That’s it.

I didn’t get everything I wanted in, but it’s fun to just click on the aliens and see what mutations it comes up with. Done and done.

Playable Here

Ludum Dare Entry Here


Posted by (twitter: @brackeen)
Sunday, August 26th, 2012 12:02 am

Progress! One running screenshot. With mutated aliens.

Mutations are working, and it is very fun to mutate the aliens. Alien movement works well, too. But I still need to do firing, the spaceship, and a real UI for mutations. And sounds. And a title screen. And probably a million other things. Hopefully I can get it all done tomorrow.

I’m in, yo

Posted by (twitter: @brackeen)
Thursday, August 23rd, 2012 8:07 am

This is my second time, and I’m probably going to use the same setup as last time: NetBeans, PlayN, and Photoshop. Last time my game didn’t have sound, but maybe I can actually get around to adding it this time, eh?

Also, I’m going to eat a lot of burritos.


Posted by (twitter: @brackeen)
Sunday, April 22nd, 2012 7:22 pm


The game is playable here: http://pulp.io/hungrybugs/

I’m really happy with how it turned out! You start out with eight bugs that roam around, and you take care of them by giving them access to water and food (they eat plants). The game is over when all the bugs die. Also, it’s a fun fluid / sandbox experiment, and it’s fun to watch the bugs jump.

I really ran out of time at the end. Mainly, there is no sound, and I put the title and instructions on the web page rather than inside the game. Also, I had to reduce the cell size at the last minute – I was testing with 160×110 cells during development, but this was too slow for the HTML5 export, so I reduced it to 80×55. To add to that, the HTML5 version has a bug where the bugs’ thought balloons wouldn’t appear, but I was able to fix it. Really, I should have been testing the HTML5 export way earlier.

Altogether, it was crazy fun to make this. Glad I participated in #LD48 for once, and I definitely want to do it again.

Progress, day 2

Posted by (twitter: @brackeen)
Saturday, April 21st, 2012 8:51 pm


Water flow is working well. Also added cactus/plant-type things that grow in the right conditions.

Day 1, flowing water.

Posted by (twitter: @brackeen)
Saturday, April 21st, 2012 12:26 am

Cellular Automata!

The water flow needs tweaking – the flow is a bit thick. But it’s exciting to see anyway. I’ve got some general ideas on what to do next, but nothing too specific. We’ll see where it goes tomorrow.

(P.S. – Yes, I’m still using the default PlayN background :)


Posted by (twitter: @brackeen)
Saturday, April 21st, 2012 12:16 am

Whiskey, right in front of the keyboard.

I’m in!

Posted by (twitter: @brackeen)
Friday, April 20th, 2012 6:13 pm

This is my first time. Let’s see what happens. Should be fun!

I’m going to be using NetBeans 7.1, PlayN 1.2, Photoshop CS6, and probably BXFR+ Audacity+GarageBand. I’m going to try to use ScreenNinja for timelapse, but I haven’t used it before, so we’ll see how it goes.

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