Jump to content

  • Log In with Google      Sign In   
  • Create Account

Drilian

Member Since 03 Jan 2000
Offline Last Active May 01 2014 12:59 AM

Journal Entries

Big Trouble In Little Chairtown > Level 2 Boss-In-Progress

Posted 12 January 2010

As usual, mirrored from the original at drilian.com, which has nice embedded videos instead of boring links!

Just another quick update to show off a pair of videos of the in-progress level 2 boss.

First, note that the textures that I have on there currently are horrible, and I know this. It's okay.

The first video was simply to test the independent...


Big Trouble In Little Chairtown > Level 1 Boss Update

Posted 11 January 2010

(as usual, mirrored from the original at drilian.com)

Just a quick update to show off the fully-(or mostly-fully-)revamped boss of the first level:
Vimeo: Procyon: Level 1 Boss Update


Big Trouble In Little Chairtown > Update For The Past N Months

Posted 05 January 2010

(As usual, this is mirrored from the original at drilian.com)

Yeesh.
It's been a while.
What have I been up to since early June? Quite a bit. On the non-game-development side of things: work's been rather busy (still). Also, I now own (and have made numerous improvements on) a house! So that's been eating up time. But, that's not (really)...


Big Trouble In Little Chairtown > Networking Is Hard (Part 3)

Posted 03 June 2009

As usual, mirrored from drilian.com


In my previous two posts, I started looking into what it would take to code the networking for my game, and came up with a first draft, before realizing that floating-point discrepancies between systems totally threw my lockstepping idea for a loop.
Lockstepping With Collisions
In order to solve the issue with different...


Big Trouble In Little Chairtown > Networking Is Hard (Part 2)

Posted 30 May 2009

As usual, mirrored from drilian.com


In my previous post, I weighed the advantages and disadvantages of my game vs. a standard FPS with regard to networking. After doing so, I came up with an initial network design.

The biggest issue, personally, was dealing with the causality of the network game. Each player gets information about the other with a...


PARTNERS