A Test Game in Unity

I have not been idle!

As I think I mentioned in my previous post, I’m going to concentrate on Stencyl and Unity for the next little while. I made a simple little test game in Unity to learn the ropes – I ended up making a rather cliched maze, but I decided to upload it anyway for posterity.


WASD keys to move, mouse to look around. Find the keys and let yourself through the gate.

It’s simple. That’s fine, I still had a lot of help putting it all together. The music doesn’t loop perfectly like it did when I put it together, I forgot to animate the gate. I might have made terrain and any number of other things, but I’m still pleased with it as a learning experiment. Now I can move on to making games with stories again!

I found the (free) textures and plant models in various places. The sounds were royalty-free SFX. I made the little loop of piano notes. Everything else was made in Sketchup and then imported into Unity. I enjoyed learning Unity more than learning Stencyl, to be honest, but I don’t want all that Stencyl work to go to waste so I’ll persevere!


That took a lot longer than I’d imagined.

I started experimenting with Stencyl, thinking to make a “short” game just to get acquainted. Turns out Stencyl wasn’t too keen on getting acquainted with me. I ran into a lot of problems (though I learned along the way what I was doing wrong, mostly) and a couple of bugs and things I couldn’t fix without help.

I set out to make a game based on the original SCP Foundation article, SCP-173: The Sculpture. I’d seen that someone had made a game of one of the other SCP articles, and there was some talk in a community I’m part of about wanting to see one made of SCP-173. Being a fan of all things creepy, I decided to oblige! This is how SCP-173 came about.


It was by no means easy. But I managed to make what I set out to make, in the end, and that’s something. I tried a lot of new stuff with this game, and while it might not look like it took me days and days to make it, I’m happy with what I got out of the experience. I even made the music and sound effects this time (my first attempt doing anything of the sort, which probably explains… A few things.) so all in all I tried a lot of new things.

I love the SCP Foundation website, and I already have plans to make one or two other SCP articles into games. Next I’m going to move on to Unity, and from there stick with Unity and Stencyl for the foreseeable future. I need to level this shit up.

You can play the game in your browser by clicking the link/banner above. Hooray! Nothing to download this time! Aren’t you pleased? Tell me you’re pleased. I am.

It’s something of a horror-endurance game. The general idea is “press space to not die”. Enjoy.

Let’s Teaching English

It is finally finished!

My second game took a lot longer to complete than I was anticipating. At first it was another small project, but somehow I ended up writing a lot more than I’d intended. Fritter clocked in at less than 1,000 words of dialogue and just under 100 screens. Let’s Playing English has almost 6,000 words of dialogue and 430 screens. That’s a big leap!

Let's Playing English

win | mac

In keeping with my apparent theme of offending every demographic I seem to be a part of, this game is about coming to Japan to teach English… And finding it not quite what you were expecting. It is in no small part based on my experience of coming to Japan a few years ago, with many things inspired by real-life occurrences, and a couple that are identical. I won’t spoil it for you, but I really did get taken to a home goods store on my first day and asked to purchase everything I needed then and there without ever setting foot inside my apartment. I hope I captured the sense of sheer bewilderment about coming here as an English teacher or ALT.

Obviously, plenty of people I know won’t find that this experience was confluent with theirs. I don’t mean to paint the life of a foreigner living in Japan in a bad way – after all, I’ve stayed for five years – but rather a tongue-in-cheek “simulation” for people who might be expecting something a little unrealistic. Or, alternately, an ex-pat joke we can all find some amusement in one way or the other!


I drew character portraits for this game. That was a learning experience and a half! I think I am taking this square-brush theme I seem to have developed and applying that to pixel art in the future. I like it, it feels sort of more personalised and “me” than simply recreating pixel art in a colour-by-numbers fashion. So far I have tested the game on my housemate, an English teacher here in Tokyo, who seemed to enjoy it and not be instantly offended. In fact, so far playing the game has induced many anecdotes about similar experiences, which is exactly what I’d like it to do really.

I apologise in advance for any mistakes in the Japanese. I really put that in with the intention of people who don’t speak Japanese playing the game, but I know that plenty of people who are Japanese-speaking foreign teachers of English will play the game. Those errors are entirely my fault!

Music is by Kevin MacLeod, whose awesome tracks I used in my previous two mini-games. I think this will be my last experiment in Ren’py for the moment, as I’m going to try out some different frameworks next and make something other than a visual novel. 🙂

Hope you enjoy it! Download the game from the link at the top.

You Are A Pirate

I was talked into making a quick, crappy game for the Pirate Kart V. I’m still working with Ren’py so I made a quick little visual novel about being a pirate. Because you’ve all thought about it, and now you can experience just what it’s like to live the pirate life! At least, as far as I imagine. I’ve been a little under the weather this weekend, so I can’t really promise it’s anything more than my slightly off-kilter delusions.

In any case, it has terrible awesome art and totally inappropriate appropriate music. It’ll be on the Pirate Kart at GDC, or you can just follow the links to download a copy on the Glorious Trainwrecks website. Go be pirates!

A Pirate's Life

A Pirate’s Life at Glorious Trainwrecks

(.zip file should contain builds for win | mac | linux)

I took a little break from the current game I’m working on to make this, but though I’ve been super busy and unable to meet my previous estimate for when it would be finished, it’s mostly done. It’s actually turned out a long longer than I initially anticipated. After this I think I will take a little departure from Ren’py for now and experiment with some other frameworks.


I’m sure you’ve noticed that once people get on the internet, they seem to want to behave like complete dicks. Anyone who uses Twitter will have encountered at least one sour puss who just can’t let anyone else have a good time. You know the one – the guy who can’t stand to see all the hype about X, Y or Z. The one who has nothing better to do than spend his day explaining why YOU should be having a shit one. Hell, you’ve probably done it yourself at least once or twice.

Well, I made a game about it. Being a dick on Twitter, I mean – not about having a shit day. And if the tendency of people who play video games holds true, none of you will be able to resist doing exactly that, even though I’ve given you the option to be perfectly reasonable. I know what you’re like. Don’t even pretend I don’t.


This was my first time making any kind of game at all, so I suppose I am feeling a little bit accomplished. It took a bit of encouragement and a lot more thinking than I’d originally thought, but while I didn’t quite do everything I wanted to do with it, I managed to get most everything working the way I wanted it to, and anything I left or cut out ended up superfluous anyway. It’s all a learning experience – not just in the technical side of making a game, but in drawing the art for it, too. Still, I’m quite happy with how this turned out.

Oh, and there are four endings. Enjoy!