About Radiatoryang (twitter: @radiatoryang)

grad student at Parsons the New School for Design in NYC


Ludum Dare 35
Ludum Dare 25
Ludum Dare 21
MiniLD #27
Ludum Dare 20

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Radiatoryang's Archive

[post-mortem] “Barback” is a 1-2 player game about a bar

Posted by (twitter: @radiatoryang)
Monday, December 17th, 2012 9:02 pm


This is cross-posted at my blog, “Radiator.”

“Barback” is a 1-2 player cooperative / competitive Tapper-ish variant about 2 brothers and a bar. It should take you about 15-20 minutes to play through. It’s a “jam” game; I spent 72 hours instead of 48, and used remixed assets from outside sources. The extra day was worth it though.

Theme-wise, perhaps it doesn’t really fit with the “You are the villain” theme, now that I’m done with it and looking back.

I didn’t want to make a game with obvious villains, but I think about my mental concept of a “villain” and by definition it seems to involve blatant villainy and a twirlable moustache. In this narrative, the villains are mundane: your own crushing feeling of failure, or people who care about you but are very pushy, etc. Oh well, guess I won’t win in the theme category?


Originally, player 2 was just a barback and couldn’t serve drinks… but if they sabotaged the bartender enough, then they’d get to switch roles next turn. (This resembles the resentment in real-life bartender-barback apprenticeships; you look at the bartender and think, “s***, I can do that!”) But the barback class was really boring to use, and what happens a lot is that one player ends up being a barback anyway, so the psychology is intact without concrete constraints.

About the game design: I thought Tapper’s sudden death rules were too strict and didn’t allow enough “s*** to befall you” before the game shutdown. Tapper multiplayer is also really horrible; one player sits out while the other gets to play. I had other stuff I wanted to add — some patrons would pay with tabs / credits cards, branching dialogue based on player performance, etc. Maybe I’ll add those features in January.

All in all, I’m pretty happy with what I managed to put out, even with the instability and bugs.


– all art by me, most of it handpainted within 48 hours
– Rokkitt font by someone else
– music by “Stormby” http://ccmixter.org/files/Stormby/39747
– lots of freesound.org samples
– some mechanics from “Tapper”, but it’s a very different game altogether with my rule changes

FuhFuhFire! a Unity FPS [submitted!]

Posted by (twitter: @radiatoryang)
Monday, August 22nd, 2011 3:16 am


Phew, finally got it all uploaded and done! I’ll do a post-mortem later, right now I just want to sleep. Thanks LD!

PLAY NOW! (Unity3D web)

WASD to move, SPACEBAR to jump.
MOUSE to look, LEFT-CLICK to do stuff.

>>> You’re the type of guy who starts fires, just so you can save people from them and be a hero. First you’ll set your Fire Bomb, then you’ll rescue your Victims. Maybe your plan will go awry (it probably will) and you’ll just have to ESCAPE by yourself, leaving the rest behind in their screaming agony?

– 8 different endings
– dynamic fire propagating system
– dynamic level destruction! wow!
– totally unrealistic model of firefighting
– … and more!

Made with Unity3D, some super simple models in Maya, some sounds recorded on a Singstar USB mic + Audacity, and some simple textures in Photoshop.


untitled firefighting rescue / escape game

Posted by (twitter: @radiatoryang)
Saturday, August 20th, 2011 1:05 am

Don’t know about plot yet, but I’m making some progress on the backbone of the game: you have to escape a dynamically propagating fire in the building. You start in a high-rise and have to make your way down, all while rescuing as many people as possible. Also tinkering with the idea that you’re the same person who actually starts the fire. The fire also burns down entire walls / floors — so sometimes you’ll want to use the fire to make a shortcut, and sometimes it’ll just plain kill ya.

I have the skeleton of the fire propagation in-place. Now to just build a test level and start tweaking timing / balance variables. Then spend Sunday on visuals / level scripting. Goodnight LDers!

[LD21] I’m in!

Posted by (twitter: @radiatoryang)
Monday, August 15th, 2011 7:41 pm

I’m pretty busy this weekend, but that won’t stop me from cranking something out! I’m also going to try to work on it during a party… we’ll see how that turns out.

Unity3D + Photoshop + Audacity / Singstar USB mics + a whole lot of booze.

Polonius (MiniLD 27, “All Talk”)

Posted by (twitter: @radiatoryang)
Monday, June 27th, 2011 10:00 am

Me and Eddie Cameron did a game based on Francis Ford Coppola’s “The Conversation.” I did art / design, and Eddie did code / design.

We got done with about 80% of it. We have a pretty good skeleton, but the gameplay needs some serious tuning and I still want to add character animations.

It’s a single player, multi-character FPS in Unity3D.

Basically, you have to eavesdrop / record a couple’s conversation as they walk around a crowded plaza — without them noticing. To do that, you have 2 long range “sniper” mics watching them… and a guy on the ground following them with an “aura” mic in a briefcase. Keep track of them and don’t lose them in the crowd!

Important stuff to know before playing:

*** A yellow arrow hovers above your target for 30 seconds as an aid at the beginning of the game.  After that, you’re on your own.***

*** Also, keep your briefcase guy out of the couple’s LoS, or else you’ll lose! They have really long LoS! ***

*** Oh, and there’s one huge exploit. See if you can figure it out! ***


Unity Web build, 7.1mb: http://dl.dropbox.com/u/19887116/polonius1/WebPlayer.html

Entry: http://www.ludumdare.com/compo/minild-27/?action=preview&uid=4369

PLAY NOW: Unity Web (compo) | Unity Web (jam)

*** If you are judging, please play the COMPO version.
*** If you are NOT judging, play the JAM version in its (legally) photosourced splendor. The two builds are identical except for the enhanced background graphics in the JAM version.

It’s a Match3 First Person Sniper for sex education.

“It’s dangerous to go alone… take this condom, bro.”

Mouse1 = fire
Mouse2 = zoom in
Mousewheel = change ammotype

1) Stare at a dude’s package. Decide what size of condom he needs.
2) Shoot the condom into his hand.
3) Match adjacent colors to create chain-climaxes for mega points.
4) Shoot well-fitting condoms to maintain a “fit streak” multiplier for your score.


Condom Sniper (Update 2)

Posted by (twitter: @radiatoryang)
Saturday, April 30th, 2011 1:20 am

Unity3D Webplayer build:

Skybox art done, mostly photosourced from Unity standard assets / NASA / CGtextures / Creative Commons on Flickr. Still need to turn off fog for the moon. All full bright textures for performance reasons; I’m going to be using a lot of point lights in the actual game area, so I want to save my GPU stuff for where it counts.

Mouselook is clamped because you’re mostly just going to be sniping within that rectangle in front of you, delivering condoms to the city’s horniest / most desperate.

Looking to implement the actual mechanics and building generation tomorrow night. I don’t foresee many problems, but we’ll see…

Condom Sniper Blitz

Posted by (twitter: @radiatoryang)
Friday, April 29th, 2011 10:16 pm

TOOLS: Unity, some random utility scripts I use


GENRE: Bromantic Match3 First Person Sniper

IDEA: What’s more dangerous than unprotected sex? Yowza! As WingBro, the guardian angel of bros everywhere, you have to analyze how big your buddy’s unit is and then launch an appropriately sized condom through the open window and into his hand.

Concoct bizarre chain reactions where guys in adjacent hotel rooms with similarly sized peckers are climaxing to earn mega points.

I’ll pair it with Ode to Joy for Peggle-like ecstasy.

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