Here are some of the games and other software by timetocode LLC. Most of these are commercial projects or were R&D for one of the more recent projects. The blog has a more detailed history for most.
A networking layer for JavaScript games. Compresses game state to binary over websockets and follows an authoritative server model. Misc. support for entity interpolation, prediction, and lag compensation. High performance (50-400 concurrent players depending on settings).
Voxely zombie first person shooter. Due for release in mid May 2019.
Massively multiplayer jigsaw puzzles.
Played 29+ million times.
Also lives on in bruh
I'd like to resurrect this project.
The game is a race to collect to gold in a dangerous cavern.
Much of this game lives on in bruh.
An early ancestor to both Sharkz.io and a real catalyst for nengi.
A culmination of a few other terrain generation projects. A derivative of this code went on to make the nebula effects in the space game as well as the coral reef backgrounds of Sharkz.io.
https://github.com/timetocode/volcanic-island-generatorI released a playable (but not great) version in 2013 on this website that showcased the lumberjack ai, but it needed reset every time they ran out of trees :D. This project had a lot of R & D for everything made since. Nengi began inside of this project, as did most of my love for JavaScript.
Here's a little demo that just shows the ai without loading up the rest of the game: lumberjack ai builds some houses.
A random little forray into mobile development (lua, Corona SDK), before committing to JavaScript + HTML5. Youtube of gameplay
There are quite a few of these in the blog. Some of these were made either by generating data to be consumed by blender. A few were made in a playable engine called XuProto (a C# voxel engine prototype, no longer exits).
A tower defense game made in flixel (AS3). Released in 2012 with a few levels (no longer available). One of my earliest commercial game development attempts.
A lock-step real time strategy game about mining (C#). This had a top down view and the ability to select units and give them commands. It was also multiplayer, somehow. There's a lot on this project in the blog.