Gold Rush ( https://jtippetts.github.io/GoldRushFrame.html ) is a game about converting Heat, generated by special heat-producing units, to Gold. To do so, it makes use of various other units to handle the conversion. The point of the game is to maximize the amount of Gold produced, in order to f…
Large turn-based RPGs are great, but ain't nobody got time for that. So lately I've been working, off and on, on a much smaller project: an idle/incremental web game inspired by http://reactoridle.com/ with quite a few additions and embellishments: hex based instead of square (of course), randomiz…
The challenge is over, but that doesn't mean I'm done working on this thing. Diablo-clones are a core part of my fundamental nature as a human being, so of course I was going to get addicted to working on this project.
Main things I've been working on have been tweaking the on-screen display…
I've gotten done about all I'll be able to on this project before the deadline. It was pretty fun to do, even if I didn't end up with as much time for it as I would have liked. Still, I did manage to implement all requirements, so I have that going for me which is nice. The zip file is live now …
I have to admit to an ulterior motive or two when it comes to this Challenge entry. My other project, Goblinson Crusoe, will certainly benefit from some of the iteration on stats, combat and item design that I am doing. In fact, it has already benefited. For one thing, I've polished the way I ha…
I wanted to take part in the latest Challenge, Dungeon Crawl. Unfortunately, due to things both foreseen and unforeseen, I haven't had a whole lot of time to work on it. Nevertheless, I will carry on even if I'm pretty sure I won't be able to finish all of the requirements.
You are DungeonBo…
I have a hard time getting worked up about the Diablo:Immortal announcement, because I never really got over the bitter disappointment that was Diablo 3. Of course they're turning the Diablo franchise into reskinned generic mobile pay to win trash. It was obvious what path they were on with it af…
I am currently working on combat stats. I've worked on them before, but never really fleshed out a system I've been satisfied with. For the most part, I've gotten by with half-assed, or at best three-fourths-assed systems that always kinda change as my requirements change, but with no clear stru…
A lot of years ago, I witnessed a fascinating exchange between three drunk college students of my acquaintance. The setting was a bonfire kegger in the hills, the setup was a masculine test of bravado and toughness, and the payload was funny as hell. These three fellows (who were all so drunk, t…
Been working some more on the editor. I've implemented the ability to tweak the lighting parameters of the level, including the Front (main) light color/brightness, the Back light color and brightness, as well as ambient and fog colors. A couple sliders allow me to control the fog distance and a…
Been awhile since I updated, but I haven't been idle. Mostly, anyway. The usual hindrances to my development time apply, of course, but I have made some progress.
My big project lately has been to repurpose my terrain editor to build a level editor for Read more in /* Why you crying? */
I've just come off a several-months-long jag of playing Path of Exile. PoE has influenced the (sporadic) development I've done through that time on Goblinson Crusoe by a great deal. While GC is turn-based, it shares a lot of the same DNA as PoE, specifically in the influence of Diablo and Diablo…
Thinking about doing the latest gamedev challenge, assuming I can find the time. PacTank will rise. Maybe.
I've created a project page for the U3DTerrainEditor I have been working on. Project now includes a downloadable Windows binary so you can try it out. Warning: rough code ahead. It's still a pretty unpolished project, but you can do some cool stuff with it regardless.
Your first terrain:
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Following along from the previous post about the node graphs, I have lately pulled the node graph stuff out and have started work also on a standalone editor for noise functions. https://github.com/JTippetts/ANLEditor
The editor uses the node graph functionality, along with an output node th…
I've been working on the node graph editor for noise functions in the context of the Urho3D-based Terrain Editor I have been working on. It's a thing that I work on every so often, when I'm not working on Goblinson Crusoe or when I don't have a whole lot of other things going on. Lately, it's be…
So the last couple days I've been working on something that I've wanted to do for a long time now.
I've been building it as part of a terrain editor I've been working on. It's still mostly uncomplete, but so far you can create nodes, drag links to link/unlink them, then output them to a …
It's been awhile since I posted. I've been kinda reluctant to just post more project updates on GC, since that kind of thing gets a little tedious and pretentious sometimes. "Hey, guys, take five minutes out of your precious time to look at this screenshot of an incremental improvement to creatu…
So, I'm trying to figure out how to do water. Right now, I am doing water the "brain dead" way; any tile below a certain height is water, and water is created as a simple hexagonal plane with a partially transparent blue material applied. It works okay, but the ultimate end goal is to have water…
I'm on vacation in California, which means I kinda have some time to work on stuff, but it's split up by blocks of frantic activity. I'll tweak a few things, then head off to Knott's Berry Farm to burn in the sun while the kids ride on rides too small for me. Then I'll fiddle a few more things, …
So, lately I've been working on the DoTs/HoTs mentioned in the previous entry, as well as the framework for ground effects: ignited ground, lava, etc... And in the process I have yet again stumbled upon exactly how weird a turn-based game really is; or, at least, one done in the manner in which I a…
Added a quick text banner on level load, to give the player a hint or reminder of the scenario type. While right now the scenario type is "random collection of enemies scattered across a randomized terrain", eventually I'll have different scenarios such as "boss fight", "base assault", "base defens…
Lately, I've been doing a lot of cleanup and some more experiments with AI. The combat stats system still isn't nailed down 100%, but I am getting closer. The AI revamp is going pretty well. Most of the behaviors are cleaned up, and enemies are now much more effective at traversing terrain using wh…
I haven't posted about GC in awhile. I have done work (most of it regarding the combat system) but a lot of the work is still "on paper" as opposed to "in the game".
The performance of the game has been a concern of mine for quite some time now. Granted, my dev machine is not a powerhouse. In truth,…
If I were to go back and remake Golem today, what would I do? Where would I start? As I have mentioned in previous entries, I would almost certainly use an engine now instead of rolling my own. (Although, to be fair, back then there wasn't nearly the wide range of available engines to do this stuff…