So for the past few months I have been working on a social video game that is a first person shooter. Primarily to teach myself how to make video games and have fun while doing it. So I choose to use Unity3d which has some really nice features built in for game developers. It was a tough decision in regards to what technology to choose for creating TweetBlaster. TweetBlaster is written in UnityScript (unity3d’s version of JavaScript) and C#. When I originally wrote this game it went through several iterations the first version was a javascript canvas game. But at the time on mobile devices the canvas game was simply not fast enough. I then ported the game over to webGL unfortunately most mobile devices do not support webgl by default. So I eventually decided I would purchase and use Unity3d to get the job done. It is a really good technology for game development possibly one of the best game engines around.


So What is TweetBalster?

TweetBlaster is a social first person shooter that’s also a simple game of tag. When you submit tweet hash tags into TB, it populates the levels with them. Each time you “Blast” in TB, you send a tweet randomly picked from the ones you submitted. This tweet notifies the user that you have “Blasted their tweet.” The format is “@whomever ‘tweet content’ #TB” I am still in the process of changing the site. The site will track posts that have been blasted from the mobile application.


Future Projects?

I have decided I will start to post more now on my blog. I am switching my focus now away from TweetBlaster. I want to focus on C++ development for my experiments and future games. The reason for this is primarily to become better at C++ and because I can port C++ applications relatively painlessly to Adobe Air and webGL. To do this I will utilize Flascc and Emscripten. I have seen some great webGL ports using emscripten that run blazingly fast even on mobile devices. I also fully expect that when the next version of Android is released Key Lime Pie it will most likely support webGL by default. Another added benefit will be that If I want to build a native version I will always have that option it will obviously just be a pain to re-write pieces of the applications for different platforms. Right now I am in the process of evaluating porting over Jedi Outcast from native to webGL. So hopefully in the near future I will be able to share with you what I have learned. I am also studying openFrameworks and Cinder++ because when I write a new game I would like it to be utilizing one of those frameworks.