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Developer Journals

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Shipyard Pre-Alpha 0.8.1 Released!

It's been more than five months since I started working on this update. I never intended it to go on this long, but trying to implement shuttles increased the development time drastically. Eventually, I decided to push shuttles back to another update and release the new version with the feature that are working. I'm not going to rewrite everything I've a...
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Age of Rogues WIP: Day 8 - Prototype completed!

Mission accomplished! http://public.gamedev5.net//public/style_emoticons/default/ph34r.png Prototype of this game is finished, and this is yet a very great success for me. As last feature I introduced dungeons (not really a roguelike without them http://public.gamedev5.net//public/style_emoticons/default/smile.png ). Dungeons are not the ultra-deep thi...
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Stress and production

I'm feeling the stress of financial pressure right now. My face is a bit scrunched in deep concern right now. Where is this coming from? I'm looking at my total savings and have calculated a monthly "burn rate", which is how fast I am consuming my cash per month. I need to assume that my project isn't going to succeed and have a little bit of cash left o...

A vertex occlusion baking guide

'allo Finally got around to add an ambient occlusion baker to the pipeline. I'm baking it all to vertex maps, as these give generally good results and avoid the hassle and memory demands of having to assign unique texture space to every triangle in a mesh. Meaning I could no longer use the render-to-texture-only routines provided by Modo. Also, lots of...

Bret Victor on the Future of Programming

Bret Victor seems to think that the future of programming will be more node-based too. This guy is awesome by the way.

Moving to MonoGame and Planning the AI

I guess it's pretty soon after my last journal entry, but I've been quick at progress with my game code the past couple of days. First of all I finally got the Entity-Component System code working in the project. In more detail: PlayerSystem sets movement and commands for all players For AI, PlayerAction chooses a target out of a list of possible targe...

HLSL Cookbook: Directional Lighting

Moving along with Chapter 1 of the HLSL Development Cookbook , we're on to handling directional lighting. I've covered most of the theory behind directional lighting previously , so this is going to be quite brief. To recap, in case anyone is unfamiliar with the term, a directional light is a light which illuminates the entire scene equally from a given...

Project Restart

Having a day off work today and have decided to dump my 2.5D grappling hook game and restarted my 3D platformer. I'm doing all the physics myself in this one. I have the levels loading from the editor and a functioning kinematic character controller based on a capsule shape up and running, largely based on code I did last time I was working on this, b...

Back to gamedev after a long hiatus...

My current project is a puzzle game called "Firework Factory". This project has been sitting on my hard disk since 2010, however i haven't actively worked on it since late 2011. I started out with the concept of producing a puzzle game with a plot - looking into the puzzle games currently available very few do, they just have a long sequence of "solve th...

Global Illumination - Emmision - With Gifs!

So after a long battle with an invisible enemy, I defeated the evil bug, with some awesome help from the forums! ( kudos to bact and the gd chat! ): So below theres a gif that shows a mantis ( thats what theyre called right? ) floating. The mantis emits a color without any lighting hitting it, as seen at the bottom of the grass. This doesnt seem very di...

Screenshot Saturday 199

“Level design for days” has been my motto for several months now, and this week is no different. Behold, new challenge levels! These are timed, bite-sized maps with simple goals that can be completed in under a minute. They’re the kind of things you can create in the level editor and share on Steam. http://i.imgur.com/Amtg3RSl.jpg http://i.imgur.com/...

Switches! More Switches

http://i.imgur.com/PxdLqaY.gif http://i.imgur.com/WoNGjnm.png http://i.imgur.com/vAisZiP.png http://i.imgur.com/7oMKzIw.png http://i.imgur.com/e1k1Bxr.png Switches!! More Switches This week has been focusing on fixing the switch system. We ended up having to rebuild a lot of the puzzle mechanic from the ground up. The original implementat...

Trigger Saint!

My project finally has a name... Trigger Saint! I have made many changes and it is somewhat playable ,I really like what i have so far. An early version is now up on the steam workshop for some testing and feedback, stop by and give it a thumbs up! http://steamcommunity.com/sharedfiles/filedetails/?id=339888212 Below I have also included the updated...

Hide the stats? Never!

Courtesy of Rampant Coyote (http://rampantgames.com/blog/?p=8117 ), I saw an article on Gamasutra advocating hiding the stats in computer RPGs: http://www.gamasutra.com/blogs/JamesCox/20141103/229306/There_is_No_5_Sword_in_Lancelot.php The author has some thesis about telling stories instead of burying the player under a bunch of numbers. To this I sa...

Sports Fiction journal to be recontinued

Sports Fiction Project Update It has been over a year since I have posted any updates on this journal; and will from this point onward, submit any additional details of work on the project. I will briefly state that most of the details of activity have been posted on the main development blog at Sports Fiction @ TGC . With the most current update page...

How I sometimes fix crashes running my Unreal 4 game in DebugGame mode

Yesterday my game started crashing out of the blue. The output window had content that resembled this snippet from https://answers.unrealengine.com/questions/132817/attachment-replication-crashes-client-in-451.html : [ 79]LogOutputDevice:Warning: Script Stack:Actor.OnRep_AttachmentReplicationAssertion failed: !bRegistered || AttachParent->Attach...

C++ Quiz #4

<p>This is a test of your knowledge of C++, not of your compiler's knowledge of C++. Using a compiler during this test will likely give you the wrong answers, or at least incomplete ones.</p> <ol> <li>What is the value of i after the first numbered line is evaluated? </li> <li>What do you expect...

Rebellious Provinces - Designing

"Be advised. I'm mean, nasty and tired. I eat caltrops and piss flaming oil and I can put an arrow in a flea's ass at 200 meters. So why don't you go hump somebody else's leg, mutt face, before I push yours in." Sgt.Heimer, 3rd Regiment Border Guards, Principality of Koth (sentence growled in a good mood day) http://www.empiresinruins.com/EiR_Wallpa...

Non-Euclidean physics (for real this time)

I know, I know. I've got the whole boy-who-cried-wolf thing going on here, but it actually works this time! It's crazy computationally expensive, the whole thing. The rendering is awful. Since there's no way to predict both accurately and cheaply the max bounds of a polygon, there's no good way, from what I can think of, to cull off-screen objects other...

Artwork, I guess. =)

I haven't posted in awhile (as usual), most of my updates just occur on twitter , where I usually post an average of 6 or so tweets a week (usually two or three tweets on a single day, then silence for a few days, and repeat), so here's a re-posting from twitter of things I've been doing recently. First, on the coding side, I've implemented a UI for scal...

LOST ORBIT: Coming to PS4 and Steam in early 2015

Hey Everyone, It's been a while since we posted an update. We have been hard at work and super busy but now we are happy to announce that LOST ORBIT will be launching on both Steam and Playstation 4 in early 2015. We will have LOST ORBIT playable at the PlayStation Experience December 6th and 7th in Las Vegas. If you have the chance, come see u...

Gunslugs 2: Fighting the final boss

If all goes to plan, I should be wrapping up the work on Gunslugs 2 this week. The only big thing left to add is the final boss and some animations and “the end” stuff. There are still various small things I might change and add in the coming weeks, but basically it makes the game feature complete and I pla...

Fun Updates this week

Hey all, For the first time in several weeks, I was able to get a decent amount done with the game. Most notably, the UI is now clickable and interactive, a tile flipping mechanic was added to the game, and there's now a (rather ugly) player turn icon above the head of the character whose turn it is. For the clickable UI, I went with a rather simple func...

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