I haven’t posted anything here since forever, so here’s a quick summary to get you up to date.
My name is Chris Tart and I graduated from the University of Utah in 2011, majoring in Computer Science. I’d been working on a 2D game engine for a while after I got back into programming. It started as an XNA project but after taking a graphics course at the U, I began playing around with OpenGL. I decided to port my engine over to C++ using OpenGL for rendering so it could be more cross platform.
Bullet Train Hell started out as a simple little game inspired by the train and wind levels in Ninja Gaiden 2 and was intended to be a quick project that I would use to flesh out the engine, due to my previous project being way overscoped for an initial release with a new engine. Partway through development I got a job at React! Games (where I still am to this day), and Bullet Train Hell got put on the back burner due to game programming overload. That’s the main reason I haven’t been as active as I’d like to be with my personal projects, as much as I wish it weren’t true: it gets really freaking hard to come home and work on games after you’ve just spent 8+ hours on them at work.
Eventually though, I released Bullet Train Hell on the App Store and gave it an update with some new levels and I’ve been working on getting it and consequently, the engine, fully ready for cross platform release. Android is very close to being done and it’s actually up on the Amazon Fire TV store since I was able to hard code the input specifically for that device.
My current plan is to spend at least an hour or two a day on the engine and get it more functional. One of my next goals is to get the asset pipeline more user-friendly. It’s extremely hard coded right now and it needs to be upgraded to make a game other than Bullet Train Hell with the engine. So plan on hearing from me soon about that!