Play the game!
Still plugging away
At this rate, I'll be almost done in a couple years!
Sunday, November 28th, 2021 - 9:53pm

Wow, 10+ months later and I am still working on this thing and it is still not ready for primetime! That is what I get for going so ambitious for a first project. The current goal is to finish up a few things I need to do to make the game more palatable for a discerning audience and then open up the beta testing aperture to some curated strangers in January. I need to finish the dungeon redesign to make it an active event with choices, have offline progress be a thing, and fix the dumb saving issue.

Here is the Discord server link again if you want to come chat at me about this game, or about The Awesome Theory of old -


Stay awesome!
A thing exists!
And you can play it, too!
Sunday, January 10th, 2021 - 9:09pm

A short little update here, because I am too busy making this game to write too much. The big news right now, though, is that the game is online and available to play - though be advised it is a testing build and nowhere near ready for primetime. But at least you can get an idea of what it will be like. I am still enjoying making it and I am learning a bunch about Unity and C# constantly. I am taking a Master's Degree class right now (3 left after this one!) so that is slowing me down, but the tentative plan is to try and have this ready for a real release in November. I am going to get back to it now!

Play the game here -> Awesome Theory Idle (It loads a little slow and the progress bar doesn't work, just be patient!)

Here is the Discord server link again if you want to come chat at me about this game, or about The Awesome Theory of old -

Stay awesome!
Not giving up!
Felt like it at times, though
Sunday, December 13th, 2020 - 7:39pm

I've made incredible progress since my last post a month ago. I have learned so much, and things that stumped me are trivial now. Things that I didn't understand are clear. Granted, I am still far from a C#/Unity expert, but my skills are coming along nicely. When I want to figure out how to do something, I'm more likely to understand the hows and whys of what tutorials are doing, rather than just copying code and hoping it works. In fact, tooltips were something that had stumped me on two previous tries and no amount of troubleshooting could get me to where I wanted. The third attempt, a few days ago, also did not work as expected, but this time, I was able to troubleshoot and get it working for me. It is still not a 100% solution, but it is 90% and that is definitely good enough for now. Even though my next college class has started, I am very encouraged with my progress and I hope that by the end of the holidays I'll be able to put something online here to at least mess around with a little bit and have people tell me how bad it is.

Here is the Discord server link if you want to come chat at me about this game, or about The Awesome Theory of old -

One more screenshot showing the fortress tab. Here is where you will construct and upgrade buildings that will provide resources and bonuses to help you in your journey.

Stay awesome!
Legitimate progress has been made!
And there is proof, too!
Wednesday, November 11th, 2020 - 9:04pm

It seems like more than 3 weeks since my last post. Part of that is because I have actually made some incredible progress on AT 2.0 (Which is probably going to officially be called Awesome Theory Idle... or something). Over these last 3 weeks, I've alternated between despair that I'll never figure this Unity crap out and joy as I figure out some small part of this Unity crap. I still feel like I am coding the jankiest jank that ever was jank, but it works. Hopefully, as I go I can figure out better ways to do things and improve. That is exactly what happened the first time.

I've set a Discord channel if you want to come chat at me about this game, or about The Awesome Theory of old. Here's the link - I just made it today and am all alone in there as I write this, which is fine. I'm just using it for notes and to do lists and such for now. The last thing I have for you today is a screenshot from the game. The final product will probably be vastly different, but this shows that, yes, there is a thing!

Stay awesome!
Learning to do things to make a thing... for reals
This time a thing actually exists
Thursday, October 22nd, 2020 - 9:34pm

When you've already been "working" something without making real progress for over 11 years, what is another 6 months, right? Exactly. So here we are, 6 months later, and I don't have much to show for it. I did zippo for 5 of those months. For the last couple weeks I did more Unity Tutorial stuff and then just today I created the Awesome Theory Idle game project in Unity and started setting some stuff up, hence the reason for this post. So I can, again, say that I have begun actual development of The Awesome Theory 2.0!

One thing that has never stopped is thinking about the game and doing some mental design exercises and just what I want to do exactly. Most of the list provided below is still true, though perhaps a little modified in my mind from that version of my vision. I intend to implement basic versions of stuff and then integrate into more complex versions of things as I go. I'll get there. Keep an eye on this space for news on development, as well as the link to the game itself once it gets to a playable state. I hope that won't take too long. Thanks for reading!
Learning to do the things to make the thing
Well, that last post was embarrassing...
Sunday, April 26th, 2020 - 7:03pm

A little over 2 years ago I posted about how AT 2.0 dev had begun... and nothing since. As you might have guessed, not long after that post, progress ground to a halt and that effort died. Partly due to the increasing technical effort that it required and partly due to other demands on my time (a Master's Degree, mostly). It was not a total loss as I learned some things and continued to hone my vision for the future of the brand. And here I will share what that future actually is, for total actual 100% really realz this time.

A couple of weeks ago I started a course that I purchased four months ago on Unity and C# 2D game development. The Unity C# platform is much better suited for the game part of AT than HTML/javascript over HTTP ever was. The vision of what the game is going to eventually be has changed as well. Here is a basic rundown of some design points:
You might immediately notice that this lacks any sort of interactivity that made the original Awesome Theory so much fun. This is true. Phase two will be to build back up this site with some of those features and have it benefit you in the main game somehow (maybe through codes or something - the technical details will need having out). But trust me, that stuff is on my mind, too. I don't just want to make a game, I want to make a community.

But, first I need to get there by learning the Unity editor and polishing my C# skills. My previous experience with Visual Basic is definitely helping here. Once I have something that runs and has at least a tiny bit of gameplay, I will post a link here so you can check it out if you like. This time it is FOR REALZ!
AT 2.0 Development has Begun!
For really actual realz! Promise!
Friday, February 16th, 2018 - 5:55pm

Wow. It has been a very long journey. Monsters, the most popular Awesome Theory feature, first attacked in March of 2008. The new, way too complex, equipment system went live in August of 2008. I first posted about some of things I wanted to accomplish with The Awesome Theory in January of 2009. Here we are, basically 9 years later and I have FINALLY made actual, real, legitimate progress towards version 2 of the Awesome Theory.

I have this closed alpha test running on a test server right now. I can create characters, form them into a party of up to 5, and explore increasingly difficult multilevel dungeons that are randomly generated. Each one ends in a boss that must be killed in order to advance to the next dungeon. Characters level up and get stronger.

Dungeon Mode

You have to find the dungeon entrance in a field before you can enter it. And in the field and the dungeon there are random monster encounters of 1-9 enemies. The battle system has an active time battle element in that faster characters will attack more often than slower ones, not just be the first to go each round.

Battle Mode

This are a lot of things that don't work yet. All you can do in battle is attack. You can't defend, move, use abilities or items, or flee. Where you are in the grid doesn't yet matter, but it will. There is lots of work to be done visually. There is no equipment yet. However, it is a start, and I am making new progress each week. I will try to make updates here every week or two showing the progress I am making. I will also open the test server up for a semi-open beta once it resembles something like an actual game. Right now you can't even create an account! I'd guess in a month or two I'll have that fixed up and be able to allow anyone to barge in and break my code. If you want to be among the first in the door, email me at

I am seriously excited about this and I am having a lot of fun making it happen. Let me know if you care! Thanks!
Little House on the Mullet