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Developer Blog

An Old Prototype

When people ask about the game I’m working on, I find it difficult to explain since much of it is still in flux at this early stage of development. Rather than attempt to verbalize the nebulous blob of ideas I’m sorting out in my head, instead I thought I’d write a bit about the original inspiration for the ideas behind this game.

Back in early 2009, I was living in North Hollywood and spending the majority of my time playing DotA and working on a few game prototypes. One of these projects was a very simple game I made for the Wolverine Soft 48-Hour Alumni Development Contest. Each year, the game development club at the University of Michigan holds a weekend long contest to see who can develop the best game in this short timeframe. This sort of event is more commonly known as a game jam. I really enjoyed these events when I was a student, so I jumped at the chance to do it again when the contest was opened to WSoft alumni.

The theme of the contest was “switch”, which made me think of Ikaruga. In this bullet-hell shmup game, players can switch polarity to absorb enemy bullets of matching polarity. I decided for my “switch” game I wanted to focus entirely on an absorb mechanic rather than shooting, and just to make it more interesting, instead of switching polarity of a single ship, players could switch between controlling 4 differently colored ships. The title Season Switch was largely arbitrary, coming from the fact that the 4 “ships” represented the spirits of each of the 4 seasons. I developed it using XNA, so if you have access to a Windows PC, feel free to download the game here and give it a try (I apologize in advance for the Microsoftness). You can read about how to play here.

Here are a couple screenshots which give you a good idea of what the game is like.


To be blunt, Season Switch is a bad game. The difficulty curve is ridiculous and players usually lose all of their lives almost instantly once multiple streams of bullets are on screen. But I really like the absorb mechanic as the central focus of a bullet hell game, and thus, Heartonomy’s first game will pick up on this concept where Season Switch left off.

Sharing Is Caring

One of the most important things I learned working as a programmer is just how powerful the Internet is as an information source. This may be obvious to some, but still I think many people do not fully grasp quite how powerful it is. The Internet is rapidly approaching the point where an answer is written for every possible question or an article is published about nearly every possible topic. All you have to do is take a moment to ask Google. If you have not yet been hit with an LMGTFY link, and you don’t know what that is, do yourself a favor and click here.

Last week I faced a dilemma over which game engine to use to build Heartonomy’s first iOS game. I have prior experience building iOS games with cocos2d, but I have been hearing great things about the Unity engine so I wanted to see if it was worth the price tag. After downloading the free trial version of Unity and following a basic tutorial, I was quickly impressed at how intuitive and powerful the tool seemed to be. However, I was having some difficulty with stuff that should be easy for a 3D engine to handle. For example, there seemed to be no obvious way of rendering a sprite as a simple textured quad.

Feeling a little frustrated, I decided to see if anyone else had encountered this problem before me. With a little Googling, I came across a fantastic article written by fellow iOS game developer Flyclops, about the exact problem I was facing as well as a lot of other great information about making a 2D game with Unity. While I was there, I found another great article comparing the physics engines in cocos2d and Unity. After playing around with Unity a little more, I decided to stick with cocos2d for now mainly because it is free and open source and it has everything I need to make a 2D game. Although, Unity remains a very attractive option for future Heartonomy games. This decision was much easier with the help of Flyclops’ articles.

The Internet is built on the idea of freely sharing ideas and information. This has blossomed into a culture of creators who are comfortable investing their own time and effort and then giving the results away for free to anyone else who might be interested. The people who do this understand that money in your pocket is not the only thing of value in this world. The esteem and gratitude of others can be just as valuable, and sometimes more. This is the force that has allowed the Internet to become the incredible, unprecedented entity it is today. And this is the force that will continue to push art and media forward as we accelerate toward the future.

It’s Only A Game

Welcome to Heartonomy.com, the Internet home of a tiny new independent game company based in New York City. As of now, the Heartonomy team is just myself and my pet fish, Pickler.

I have been a gamer since I was a toddler and a hobbyist game designer since I was a teenager. I have worked professionally as a computer programmer both inside and outside of the game industry. Recently I’ve shed enough self-doubt to decide that it’s time to turn my hobby into a career. This post and the launch of this website is the official announcement to the world of what is truly my dream.

In this introductory post, I want to share a little about what I hope to accomplish with Heartonomy as a game company. You can expect future posts will dive deeper into some of the topics I touch on here. So what type of games is Heartonomy going to create? Before I can answer that, you’ll need to know a bit about what I mean by “game company”.

I consider games to be an extremely broad category, and I use the word “game” loosely. When I say “game” I am referring to any activity that involves the interaction of a person and the world around them. Games can be played with the body and they can be played with the mind. Games can be played outdoors and they can be played on computers. Games can involve large sums of real money or they can be a way to spend some free time. Games can be played alone and they can be played with others. Basically, if one or more individuals are making decisions and/or taking actions, a game is being played.

There have been many attempts by authors, academics, journalists, designers and gamers to formalize a definition of “game”. These are valuable efforts, but there’s no need to get too formal here. If you are interested in the topic, I highly recommend Jesse Schell’s book.

With such an expansive concept of what a game is, it begs the question, what is not a game? The answer is almost nothing. Nearly all of human experience can be viewed as a series of games of greatly varying depth and complexity. Life itself encompasses all of these experiences so living is the ultimate game. From this perspective, it’s not always clear where one game ends and another begins. I will elaborate on this in a future post on one of my favorite topics – the concepts of micro (mini), macro and meta games and how they relate to each other.

At the core of all games are one or more people (players) who are participating in an activity (playing). Each of these players have their own goals and objectives. Common goals often result in cooperation between players. We can see this when a presidential candidate works with his campaign advisors toward the common goal of getting elected just as clearly as when friends playing Halo 3 Team Slayer cooperate to get 50 kills before the other team. Similarly, opposing goals create conflict. Presidential candidates must challenge and debate their opponents in order to gain support of voters just as the members of the opposing teams in the Halo 3 match are trying to kill each other while avoiding being killed.

The major difference between these two examples is what is at stake. In the presidential election, the stakes are high. The winner becomes the president and the loser becomes just another politician. In Halo 3, the stakes are low. The winning team members see a boost in their rank and get to feel good about the win while the losing team members feel bad as they see their rank drop. But despite the huge variance in the stakes of different games, the actual moment to moment experiences of playing any game contains within it some universal truths about what it is to experience life.

So now that you understand what I mean by “game”, you might be scratching your head, trying to figure out how Heartonomy is a company about experiencing life. Well, it is and it isn’t. Heartonomy is a video game company (in “video games” I include all computer platforms – PC, web, console, handheld, tablet, phone, arcade, etc). It’s obviously impossible for a single company to focus on the entirety of life experience. There are two main reasons we will focus on video games. First, they are primarily used for recreation, which means the stakes are low and they are ripe for experimentation. Second, video games and web applications are probably the most rapidly developing and evolving form of games right now, which allows us to start small.

Video game development offers an incredible opportunity to explore and experiment with the very fabric of living. Computers have enabled developers to incorporate all forms of media into the games we play, and the internet has enabled us to play and interact with anyone in the world. The many diverse and viable platforms we have today means games of any complexity on any subject matter can find an audience. This is the best time in history to be a gamer and a game creator and I am excited!