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Electronic Meteor



Bummerman source code released, still an ongoing project

Posted by CC Ricers, 20 March 2015 · 0 views

I have released my first open source game code to GitHub for my Bomberman clone, Bummerman. Here is the project link:
Bummerman

This game uses MonoGame 3.2 for the build, and the Lidgren network library. The solution is set up for a Windows/Windows 8 build- I'm not yet able to try to build it for Linux of Mac OS X.

What started out as a small side proj...


Bomberman running on the updated ECS framework

Posted by CC Ricers, 17 March 2015 · 0 views

I've been going back to work on my Entity-Component-System framework. Aside from being a side project, I will also plan to use it for my voxel platform game. I've already created a Minimum Viable Product using it, which is the Bomberman clone game I mentioned a few posts back . Animations are still very buggy, and there is no AI implemented, but a barebon...


More fun with shaders, and a new direction for SeedWorld

Posted by CC Ricers, 10 March 2015 · 0 views
shaders
Here's what I have been working on for the past week:

https://pbs.twimg.com/media/B_hHLRdU8AALdOI.png

Just a 3D scene of space. But all programmed in HLSL! I have been inspired by Iñigo Quílez's work and also his other website, ShaderToy with the impressive technical approaches to computer art, and wanted to learn a new way to put my shader coding ab...


Generic Planning Post #1

Posted by CC Ricers, 02 March 2015 · 0 views

This post is just to spill my general thoughts out there on what I am doing in the gamedev world, since now I have several things that I'd like to do.

Project SeedWorld is still ongoing as a voxel engine but I am not yet sure on what direction the game should be heading. It is meant to be an RPG, but some similar games such as Forge Quest look a lot like...


ECS is officially the bomb!

Posted by CC Ricers, 24 February 2015 · 0 views
ECS, Entity Framework
Over the last week and a half, I have been working on my own ECS framework. This is a side project away from my main voxel game, but it is something I wanted to do in order to be able to improve my productivity with making games more quickly. Inspired by Phil's Bomberman tutorial, I have implemented my own Bomberman clone with my own made-from-scratch ECS...


Testing UI

Posted by CC Ricers, 20 February 2015 · 0 views

First, a late thanks to the staff at GDnet for featuring one of my entries. It was certainly not expected and I'm glad it was very insightful to a lot of people. Back to business on my game work, I am moving away from working on the voxel terrain engine so I can start adding relevant gameplay features. I needed a GUI to make certain things easier to test,...


Voxel lighting problem solved

Posted by CC Ricers, 15 February 2015 · 0 views
voxels, graphics
I have fixed a problem that has bugged me for quite some time. For most of the development of SeedWorld, up until last week, every chunk was not able to access voxels from immediate neighbors. This shortcoming was avoided with the code for voxel collisions, which worked by finding the right
chunk from the group of chunks to test whether a block is...


Chunks are proper cubes now. Also, shooter game returns

Posted by CC Ricers, 04 February 2015 · 0 views
voxels, procedural generation
Another quick no-pic update. I've spent a lot of time in the voxel chunk rendering code, perhaps too much time, but part of it has to do with converting chunks to 32x32x32 size.

Previously every chunk was 32x256x32 in size (256 being the height). That seemed like a good idea at the time, so I could query only X and Z in world coordinates and not worry ab...


Loading voxel models into the game

Posted by CC Ricers, 30 January 2015 · 0 views
voxels, 3d modeling
I didn't get as much time as I wanted to work on my game this week. Spent too much time with Skyrim (coming very late to the game, but nonetheless). Still there are some new updates to show. First I have re-opened my Twitter account for game dev related stuff, so follow me there. Also, I am now able to load models created with the MagicaVoxel editor , wh...


Adding Biomes and Rivers

Posted by CC Ricers, 20 January 2015 · 0 views
procedural generation
This week I have been working on adding more natural features- rivers and biomes (or at least the start of it). As part of making the world more varied and less same-y, I decided it's a good time to add bodies of water! I thought about oceans but I wasn't sure yet on how to modify the height on a large scale. I want to support negative height values for u...






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