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Indie Projects (Awesomesauce)

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  Posted by Michael Tanczos , 01 Nov 2014
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Latest Updates
Developer Journal - 1 week, 2 days ago
Playing around with environment lighting mockups - By Servant of the Lord
I've been playing around in Paint Shop Pro to mockup different environment lightings. These are conceptual (they aren't in-game): http://puu.sh/gGSr4/c1948952f0.png This is stylistic practice for...
Developer Journal - 1 week, 2 days ago
A quick update. march 19th 2015 - By Norman Barrows
While I wait for a build, I thought I'd do a quick update. Its been too long since I posted a progress report.I've been play testing the game a lot recently. About one game year so far with the sa...
Developer Journal - 2 weeks, 1 day ago
Fluid simulation and swimming - By Ashaman73
Time to show something off http://public.gamedev5.net//public/style_emoticons/default/smile.png Recently I worked on the fluid simulation in Gnoblins. Until now fluids in Gnoblins were merely a vis...
Developer Journal - 2 weeks, 4 days ago
Flabby You - My Flappy Bird Clone - By newtechnology
http://i.imgur.com/4TOJlXa.png "Flabby You" is a clone of the popular game "flappy bird" made by me alone in the Unity engine. It is a 3D version of flappy bird with some modifications. In this g...
Developer Journal - 2 weeks, 4 days ago
Level completion animation - By braindigitalis
Hi everyone!Another week has passed, and more features have been added into my game. Today, I have found some time to create the end of level animation.I have drawn my inspiration heavily from casu...
Developer Journal - 3 weeks, 1 day ago
Workin' on the editor - By Servant of the Lord
Progress is picking up again on my 2D RPG game. I never stopped working on the game's engine/editor, but progress was mostly non-visual and slow-moving progress. The engine uses 'layers' (and 'floo...
Developer Journal - 3 weeks, 2 days ago
Musing about swimming... - By Ashaman73
In gnoblins I use a dynamic water system, that is, some areas are flooded, you can flood or drain them. The question is now, how do your minionsor other creatures react to water ? This is no trivia...
Developer Journal - 3 weeks, 4 days ago
"Gamedev Lego": Putting all the parts together into a playable game using an event system - By braindigitalis
Hi everyone!So, again, it's been a couple of weeks since my last entry. Moving on from where we were, to where we are now, I am now in a position to start putting together various subsystems and li...
Developer Journal - 1 month, 3 days ago
Entities can be a plain integer too! - By TheChubu
In this update I'll talk about the latest features of dustArtemis, int based entities and component pooling. dustArtemis dustArtemis is a fork of Artemis Entity System , which is a BSD-licenc...
Developer Journal - 1 month, 1 week ago
They are still alive... - By Ashaman73
I mean the Gnoblins http://public.gamedev5.net//public/style_emoticons/default/wub.png After such a long time of silence I have some news and something new to watch.http://public.gamedev5.net//pub...
Developer Journal - 1 month, 2 weeks ago
Looking for a Founding Artist - By liquiddark
I mentioned before that I had founded a game studio focused on short, incredible games. We are making slow, slightly unsteady progress on our first game , so I've decided to start looking around f...
Developer Journal - 1 month, 3 weeks ago
Making my own SpriteFont implementation - By braindigitalis
Hi everyone.So it's been a little while since my last journal entry. Various things about the internals of Firework Factory were annoying me so in true programmer fashion i had to spend some time r...
Developer Journal - 1 month, 3 weeks ago
An example of a big change in Caveman - By Norman Barrows
An example of a big change to CavemanI've been playtesting a lot recently.Drawing objects in an avatar's hands in animationsis the next thing on the todo list - and that's justeye candy. I'm into g...
Developer Journal - 2 months, 20 hours ago
Beautiful code - By Norman Barrows
Beautiful code[ i'm still working on this concept, so this is a very rough draft... ]writing beautiful code.sometimes you code, and it seems as straightforward as: "all nearby units - protect/serve...
Developer Journal - 2 months, 20 hours ago
Generic pattern maps - By Norman Barrows
generic pattern mapsoften times you need a pattern for something in a game.for example: what texture tile to use with a given ground quad.i used to create randomly generated pattern maps for differ...
Developer Journal - 2 months, 21 hours ago
A design for an indexed render queue - By Norman Barrows
A design for an indexed render queuedrawing information is stored in a drawinfo struct. it could also be hashed into an int, etc.the queue consists of an un-ordered list of drawinfo structs.the que...
Developer Journal - 2 months, 21 hours ago
SIMSpace 8.0 dev journal entry #1 - By Norman Barrows
SIMSpace 8.0 dev journal entry #1SIMSpace 8.0 dev journal entry #1figuring out the basics.this will be the 8th major version of the game that got me into game development. In the past the game was...
Developer Journal - 2 months, 21 hours ago
AI in Caveman - By Norman Barrows
Caveman ai:ai in caveman has been through three major versions.the first version was just quick and dirty code to get things going. likeall code of this type, it quickly grew and evolved into an ug...
Developer Journal - 2 months, 21 hours ago
An oo-ish version of my typical game architecture - By Norman Barrows
An oo-ish version of my typical game architectureall one code block, i was too lazy to split it up for posting ! <g>. non-oo: void main{init_prog run_proguninit_prog}globals: boolean: quit_...
Developer Journal - 2 months, 21 hours ago
Building a large procedurally generated world with no load screens: How caveman 3.0 works. - By Norman Barrows
Building a large procedurally genrated world with no load screens:How caveman 3.0 works.======================================================================GAME WORLD DATA STRUCTURES:============...
Developer Journal - 2 months, 21 hours ago
Background terrain chunk generation - By Norman Barrows
background terrain chunk generationthe foreground task (the game) generates terrain chunks on the fly asneeded from underlying world map data, and stores them in a cache foruse by the renderer. chu...
Developer Journal - 2 months, 22 hours ago
Simple sliding collisions - By Norman Barrows
Simple sliding collisionssimple sliding collisions:for AABBs:1. start by calculating how much to move the player as usual:dx = player.speed * sin(player.yr)dz = player.speed * cos(player.yr)2. appl...
Developer Journal - 2 months, 22 hours ago
Simple heuristic collision avoidance - By Norman Barrows
Simple heuristic collision avoidanceHeuristic collison avoidance:1. check for collision some distance in front of the player (say 15 feet).2. if collsiosn is indicated:2.a. check for collision ahea...
Developer Journal - 2 months, 22 hours ago
a working definition of good code - By Norman Barrows
a working definition of good codeA definition of "good" code (in no particular order):1. correct - the code should work correctly.2. brief - brevity is preferable. but not at the sake of readabilit...
Developer Journal - 2 months, 2 days ago
Adding a skybox, collision detection and software cursor - By braindigitalis
Hi everyone!I've found some time today to make further progress on Firework Factory, adding three things as mentioned in the title:Added AABB collision detection of boxes and particles, so that the...


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