Matt Hughson

Just another game developer

Navigation Menu

Welcome to the Portfolio and Blog of Matt Hughson

A Game Programmer with 10 years of Industry Experience across all Major Platorms

Development

More work »

Blog

More posts »
Nov30

#1GAM Game 11: Talos Descent

Posted on Nov 30 by

In January of 2016 I challenged myself to make 1 new game every month, for a year; 12 months- 12 games. This is one of those games. Development Stats Language: Lua Engine: Pico-8 Fantasy Console Platforms: Web/Pocket Chip This month was an extremely slow start. I didn’t actually start working on the game until about day 20 of 30! I had some computer problems at home, and I used that as an excuse to veg-out for a couple weeks 😀 With only 10 days left, I decided (once again) to focus on something simple. In this case, an endless falling game with a simple objective of avoiding the walls for as long as possible: The game is mostly procedural. As the player descents, a path is generated. This happens every time the camera reaches the bottom of the existing path, with old parts of the path being discarded as the go off the top of the screen. The path is stored as a series of [X,Y] coordinates (nodes) in a list. The path starts as a line straight down the center of the...

Oct31

#1GAM Game 10: Wave Race Legend

Posted on Oct 31 by

In January of 2016 I challenged myself to make 1 new game every month, for a year; 12 months- 12 games. This is one of those games. Development Stats Language: Lua Engine: Pico-8 Fantasy Console Platforms: Web/Pocket Chip This month’s game started life as a small demo I made on the bus one morning (using Pico-8 on my PocketCHIP). This short little program generates a sine wave, and clamps the Y position of a ball to that point on the wave. It also has some basic logic to launch the ball into the air, by turning the delta of the ball’s Y position, from frame to frame, into a Y Velocity. So if the player moves the ball up a steep hill, the ball will have a strong upward velocity, causing it to launch off the top of the wave. Even this simple demo was fun to play with, and seemed to get people’s attention, so it seemed like a good jumping off point. Around the same time, this year’s Game Boy Jam was kicking off, so I decided I would enter this...

Sep30

#1GAM Game 9: Disc Relay

Posted on Sep 30 by

In January of 2016 I challenged myself to make 1 new game every month, for a year; 12 months- 12 games. This is one of those games. Development Stats Language: Lua Engine: Pico-8 Fantasy Console Platforms: Web/Pocket Chip Near the end of August, after months of waiting, I finally received my PocketCHIP! PocketCHIP About PocketCHIP 3,000 mAH battery 4.3″ 480×272 touch screen Keyboard Open Source GPIO breakouts PocketCHIP is a small, hand-held computer built around the CHIP, a Raspberry PI-like mini-computer. The PocketCHIP comes pre-built with a touchscreen display, keyboard, rechargeable battery and of course the CHIP itself. It is designed to be hacked, with snap apart casing (no screws) and all the GPIO exposed along the top of the device. The only thing you need (beyond what’s in the box) is a micro-usb cable to charge the device. The inclusion of built in Wifi and Bluetooth is a nice addition as well. However, there is one major issue with the PocketCHIP… the Keyboard! It’s really terrible; borderline unusable without some serious dedication. Typing on it is tough. The keys require a lot of...

Aug30

#1GAM Game 8: Moving Day

Posted on Aug 30 by

In January of 2016 I challenged myself to make 1 new game every month, for a year; 12 months- 12 games. This is one of those games. Development Stats Language: GML Engine: Game Marker: Studio Platforms: Windows The game I am working on professionally, Gears of War 4, ships in October, which means that August is a crazy month for development. The game needs to be out the door with enough time to go through first-party certification (possibly multiple times), printed to discs, and shipped to stores. Then of course work continues on the Day-1 patch, where we scrambled to fix any lingering issues that made it onto the disc. Knowing all this, and how busy I was even before this point, I assumed I would have little to know time for my #1GAM project this month, and planned accordingly. On top of that, the last few months of #1GAM have been mostly failures, so I really wanted to do something that I knew for sure I could finish. So I picked pretty much the easy game design on the planet; a simple knock-off of...

Jul31

#1GAM Game 7: Unfinished Western

Posted on Jul 31 by

In January of 2016 I challenged myself to make 1 new game every month, for a year; 12 months- 12 games. This is one of those games. Development Stats Language: TypeScript Engine: Superpowers Platforms: Web It was another really sad month for my #1GAM project. Work went from crazy busy last month, to absolutely insane this month. I’m still working 14h+ a day, but we have also started working weekends as well. This hasn’t left much time for personal time, let alone energy for additional coding. However, I did actually put a bunch of time into a game, but wasn’t able to get it to a presentable state. The game was to be a Western, with a mix of trading, shootouts and exploration. Something like a Old-West FTL. I didn’t get too far with the concept though. I had the basics of exploration working (players explore an old-west map hidden looking for treasure and avoiding bandits), and a super, super, super basic point and shoot combat system. But I just didn’t get time to tie it all together, and make it a game. However,...

Jun30

#1GAM Game 6: Infinite Driver

Posted on Jun 30 by

In January of 2016 I challenged myself to make 1 new game every month, for a year; 12 months- 12 games. This is one of those games. Development Stats Language: C# Engine: Unity Platforms: Web (Internet Explorer Recommended) It’s not even really worth writing anything about this month’s game… Crunch has been really intense at work. We’re trying to get Gears of War 4 ready for ship in a few months. I’ve been working 14h+ a day, usually getting home well after midnight so I just really had no time or energy for 1GAM. I did make a decision early on that I wanted to try something 3D, so I fired up Unity for the first time in a while. The first thing I created was this little demo thing. Wherever you click your mouse a little pulsing cube is spawned… that’s it 🙂 After that, I started working on a simple little driving engine. No real plan, just thought it would be fun and straight forward to write. I spent a lot of my time on the physics/collision (which is written...