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Member Since 03 Nov 2009
Offline Last Active Jun 13 2015 10:04 PM

Topics I've Started

Basic wind simulation in a large building

04 June 2015 - 01:47 PM

Hi all,


I'm looking at putting simple wind physics into our game, e.g. making particles and lights hanging from the ceiling blow around. It's set inside a large building, e.g. 10-30 rooms to a floor. I'm looking for a way to simulate wind without too much performance cost.


What I'm looking for is a combination of randomness and pattern. I don't want all lights swinging together, but in a long hallway it would look silly if each moved independently of the others.


A few thoughts:

  • Fluid simulation: difficult and costly.
  • Perlin noise: only has a magnitude, no vector. Ignores the building structure.
  • Perlin noise times prevailing direction of each hallway. Fine for hallways, not great for rooms or junctions.

Any suggestions?




Phantasmal - roguelike survival horror

23 February 2015 - 04:08 PM

Hi all,


I've been on sabbatical from the forum for some time helping some people out with the roguelike horror game Phantasmal. Joe (the head honcho) ran a successful Kickstarter and got it Greenlit on Steam:




We also were lucky enough that PewDiePie had a look at our pre-alpha version:



A lot's changed since then - with the Kickstarter funds we're revamping the game from a generic haunted mansion theme to our preferred setting of the (now destroyed) Kowloon Walled City near Hong Kong. We're playing catch-up with social media currently. We're working on a new trailer which shows off the new art, sound and features.


Joe's also going to be at GDC demoing our game, so please drop by and say hi! Assuming we iron out the bugs in time we'll be showing an Oculus Rift DK2 build, so it should be a bit of fun!


Below is a gameplay video/dev interview by the Average Giants for IGM (the cover image is NOT our game, they review two games):


And below is a little screenshot of some of the updated art assets:





Writing for a roguelike

29 January 2015 - 09:18 PM

I'm on a team that's working on a roguelike horror game. Due to the nature of a roguelike death will be frequent, so the successful story path can't be particularly long. We're also not planning on a huge amount of branching, to avoid the exponential problem. There will be little to no dialogue and little to no cutscenes.


So here's my questions:

  • What storytelling tools are available for this format? Currently all that comes to mind is notes, environment, and opponent behaviour.
  • How can we tell a story that's rich enough without either too much length or too much branching, and without boring the player through repetition? The main tool that comes to mind is environmental storytelling, e.g. like what one finds in the Fallout games or Gone Home.
  • Are there any good techniques for writing such a story knowing that it may not be very narrative and may not be delivered linearly?



Anybody know where GoCatGo is?

27 November 2014 - 02:07 PM

Last I heard, he was working on a Halloween project. Then poof, 2 months have gone by with no logins. Weird. I hope all is well!

Any interest in reverse engineering .unitypackage files?

31 July 2014 - 04:00 PM

I'm currently doing a little home project that involves reverse engineering the .unitypackage file format. I have a lot of free Asset Store assets downloaded, and find the built-in categorisation system useless for finding what I need. Therefore I'm making a .NET tool that runs through my asset store folder and stores package names, paths, filenames and preview images in a SQL database so I can do full-strength searching. This would allow me to (for example) find all *.anim files, or all model formats that contain "car" in the path.


It likely wouldn't cover all facets of the file format, just the ones I need for my project. Anybody interested in an article when I've finished my little project?