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Progress Report - July 21st 2014


Progress Report - July 21st 2014 Beta 9 has been posted to the website, with a new download page: http://rocklandsoftware.net/beta.php I could really use some feedback on the game, so please, check it out! Its just a 60 meg download, and should provide about one evening's worth of gameplay. Beta 9 now includes such niceities as real setup and uninst...
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Manipulation Magic - The Harpsichord


Before any music was composed for Black Shuck it was key to put thought into what sound palette would work for the purpose of the game. Details of the game and references from the development team led us to agree that keeping the audio quite minimalistic, dark and atmospheric would be the best option. This isn't a game that requires a Hollywood style scor...
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On C++ Naming Conventions


I threw myself back into the deep end of C++ again a few months ago, having spent the last couple of years with an emphasis on C# and .NET. One thing that I'm thinking of is the old subject of coding style. Every software house tends to have a house style, so at work you just adopt that - but at home, on personal projects I find myself drifting around st...
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Sooper Seecret Project Preview #2


I know I really should be working more on Shipyard, but I’m just having too much fun with this tank. The tank is now a real object with some degree of physics. It can be controlled with WASD, and the gun will aim at your mouse. The physics were done using JBullet, a Java port of the Bullet physics library (originally for C++). The mouse aim was done using...
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Screenshot Saturday 182


What’s that you say? You didn’t even notice the absence of Screenshot Saturday last week? How convenient. Let’s pretend it never happened. Or rather, pretend that it did. Whatever. MGDS was a huge success! There was almost always a line to play the game, and I got a ton of useful feedback. Here are some pictures: http://i.imgur.com/SVJC5J7l.jpg http...
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ComponentManager v ComponentMapper: Dawn of Components


Do you know in which results page dustArtemis appears if you search for “artemis framework” in Google? Absolutely in none of them! So we're going to celebrate by talking about the ComponentManager class. dustArtemis dustArtemis is a fork of Artemis Entity System , which is a BSD-licenced small Java framework for setting up Entities, Components...
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Animation showcase -- annotations fixed


Another YouTube update, showing off some of the new animations and movement improvements we've done. https://www.youtube.com/watch?v=kpC7qvyqisg As you might notice compared to the previous video, we're now using a higher framerate for the animations, giving it a much more fluid look. This is also more representative for how the finished game will e...
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Choosing a platform for software


One thing I have noticed over the years is that software development is becoming ever more fragmented. When I say fragmented I mean the platform choices are expanding rather dramatically. Years ago if you wanted to develop a piece of software you mainly had one choice the desktop. Whether it was a game or a software application you built it for the des...
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Depth of field and finished report


Depth of field My friend had added depth of field to the path tracer, which shows some nice results. Without DoF: http://oi58.tinypic.com/20shf9x.jpg With DoF: http://oi62.tinypic.com/287j284.jpg This effect was achieved by picking a focal point on the focal plane for every pixel, and then jittering our camera rays to go through this focal point....
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10) Events, weapons, university and crushes


[Warning: image heavy] Wow, it has been a while since my last entry. Five months... I've been busy with "real life" (ha!). I finished my last semester with normal courses at university; I only have one semester left, in which I have to do my thesis. It was a pretty boring semester to be honest. The only "memorable" thing that happened was that, almost...
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More screenshots - Flaming trees of Chelonii


A few more screenshots of the art style experiments we are doing. These show the red plam trees of the flaming jungle of chelonii and a pallete with a bit more saturation.
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Yummy Underling Updates


The Underlings have come a long way in the past few months, thanks to feedback, testing, comments and other support. Everyone has been wonderful! Some great news, The Underlings has been accepted to be on the YoYo games showcase! All assets are in, I just need to be patient now http://public.gamedev5.net//public/style_emoticons/default/smile.png . Also.....
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Time for a fresh week!


I spent the majority of the week polishing design, although that pretty much amounted to ability naming and drafting our final HUD design and functionality. Until you sit down and try to name 120 abilities and make them all both represent the action as well as sound interesting, you don't really realize the amount of time and effort this takes! I still ne...
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Weekend Reading: Tales from Journal Land


Here are your entries from 7 /12 - 7/19 Welcome back, SIC Games and Mak ! Project Updates GoCatGo's Development Journal - GoCatGo has a new image showing off the changes to the post-process effect being used to set the atmosphere for his horror/adventure project The Beginnings of Kingdom Dawn - sck8000 is guilty of a little click bait but he's just...
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JBEngine: Level Editor Initial Development


Okay It's been a while since my last post and I have been slowly working my way through creating some of the initial GUI Elements for my Level Editor, and eventually the game. I have just added a checkbox class and an Editbox class that will allow the user to enter data. As a starting point these really are the only two extra elements I need. The edit...
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Site Migration


I've decided to move my blog off of Blogger. Blogger was great for getting started, but it has just become too painful to fight with going forward. I'm sick of fighting the Blogger templating to force it to display my content the way that I want it to. Blogger has a habit of absolutely mangling the html that I try to post. For posts consisting mostly of p...
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An old-school vector graphics / neon mesh appearance effect


I mentioned I am developing a turn-based space fleet combat kind of game. Think about Battlestar Galactica meets X-Com. I am explicitly referring to Battlestar Galactica and in particular to the Dradis. I always wanted a game where you are the fleet commander or admiral and your only way to relate to the battlefield is not through some ethereal camera flo...
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Source code released


http://i.imgur.com/cBP5UJf.png I never actually never planned to release the source code of this project because I thought I was going to finish the game actually. I created this project mainly for learning purpose and I thought I would make an awesome cool game just in my first try. But, now I realize that I am not going to make anything playable i...
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Daath Galaxy - Final Art & Asset Specs Finalized!


http://daathgalaxy.com/wp-content/uploads/2014/07/fleet_rendered-1024x576.jpg To match the anime style of the characters and the in-ship art style, I've gone through and begun the process of implementing the new shaders on the outside view of the ships and space, so that they match the anime style of the rest of the game. This means that most of the sc...
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Whoa - Out of the Shadows, literally...


Whoa indeed - I can't believe it's been this long since my last Journal here... I seem to get no time to update anything beyond my own blog these days. Every single minute is spent 'dev-ing'... Anyway - I thought I'd drop by and throw in my attempts at self-shadowing so far in Dominium. This is actually progress from two weeks ago, I'm having fun trying...
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Agent-based economic modelling


I don't know whether I'm more interested in economic modelling or making games. I tried to start on an article of my economic model. ------- In recent years, agent-based economic modeling has been getting more attention in popular journals. In an August 2009 opinion article in Nature journal titled, "The economy needs agent-based modelling" says, "In t...
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GS:SW "Mercenaries" -- Log 2 - "Let there be Game!"


"Let there be Game!" I was hoping to get this done much earlier, but a lot got in the way... Coming in, I knew this was going to be a tough/long stretch. I wanted to work more on the combat aspect of the game, but I knew I needed to lay the foundations of the 'game flow' before that, so I set out to do just that. Without further ado, I give you, the gam...
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Another great way to reduce my insantiy with interfaces...


Upon revising the engine's SDK - I finally understood how powerful creating interfaces can truely be! Say inside the level editor the grid outline outputs color - the skybox outputs texture data - meshes output a material shader and billboards output with a geometry shader. This is where the beauty comes in play.//-- ShaderSystem.h//-- Basestruct Shader...


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