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Member Since 26 Oct 2002
Offline Last Active Mar 21 2015 09:47 PM

Topics I've Started

Moonman -- a Spelunky/Terraria hybrid, 3 years in development

01 February 2015 - 05:13 PM

Hey guys, I can't believe I registered here 13 years ago! I was just a whipper-snapper then, and just starting my gamedev journey. Fast forward 13 years and I'm close to finishing my first commerical PC game! smile.png


The game is called Moonman and is a blend of short procedural games like Spelunky and Binding of Isaac with longer sandbox games like Terraria. You can build, harvest tiles, create items and armour from resources, talk to NPCs, and generally just explore the different regions in the world, looking for seven moon fragments to finish the game. Here are some videos:




The worlds are procedurally generated and will contain forests, towns, caves, dungeons, islands, and many interesting alien landscapes. My background is in procedural generation (I have a PhD in the area) and so I hope to be able to take the procgen in the game much further than what appears in other procedural platformers. An average play length is going to be about 30 minutes to an hour, and you can adjust the game generation settings to get larger worlds, more difficult worlds, or peculiar kinds of worlds (e.g., one where it constantly rains fire). 
The game has a neat fluid and fire simulation system, a solid physics-basis (built on Box2D), simple stylised graphics, lots of action and combat, strange landscapes and creatures, heaps of different weapons, armour and items, and has just been Greenlit and so will appear on Steam later this year.
I have 10 days left on a Kickstarter campaign that I launched, to help me finish the game. You can get alpha access to Moonman by backing the project, and there are other rewards too, such as having your name etched on a tombstone in the game. I'd love if you could check out the page and back the project smile.png
I'm happy to answer any questions you have about the game or development. It's mostly C++ (70k LOC) in a custom-built engine, and uses SFML, Box2D, Boost, and a couple of other libraries. I've done most of the art myself. I have a 3 year long development log if you're interested in all the technical details and the evolution of the game. You can follow me on Twitter to hear more about the game: @eigenbom.

Shade Dogs (iOS)

09 April 2013 - 10:11 PM

I remember joining gamedev.net a long time ago, in fact it's been over 10 years! In any case, I can't believe it's been that long until I've published my first commercial game, Shade Dogs, which I'm proud to announce is now available on the AppStore. I'm now a full-time independent developer (woohoo!), and I'm working on a second title, called Moonman, which should be available in 3-4 months (for PC).


Thanks gamedev, and I'd be very interested to hear your thoughts on my game. Cheers!


AppStore Link: https://itunes.apple.com/us/app/shade-dogs/id611605111?mt=8&uo=4









Game: Get Off My Lawn!

28 May 2009 - 05:22 PM

My pyweek8 entry Get Off My Lawn is now available on my site. Enjoy! A video is available here. Some screenshots: [Edited by - Kuladus on May 30, 2009 11:16:21 PM]

Sydneysiders... UNSWers...

31 October 2005 - 06:06 PM

Hey Sydney-siders, I'll be moving up to Sydney (Clovelly) temporarily from Nov242005-Feb172005 while I work on automated theorem proving with UNSW (through a scholarship with the Engineering faculty). Any wise words I should heed while I'm up there? I was also wondering if anyone attended UNSW, and if so, what they think of it?

hons proj

14 October 2005 - 04:54 PM

G'day, I'm planning on doing my honours for comp sci next year and need some good suggestions for a project. The project runs for the entire year and I will be spending about 60% of my time on it. I hopefully want to do something with a decent rigorous theory behind it. So far I have thought about researching: - non-photorealistic rendering for real-time applications - surface modelling - procedural solid texturing - hypertexture (aka Perlin) - various volumetric visualisation techniques - complexity theory - emergent behaviour - differential geometry visualisation techniques - genetic algorithms applications - automated theorem proving I have considered developing a pda-like device than runs a mini-linux kernel and vim (the best text editor in the multiverse :)). I have also briefly considered developing a game from scratch. (though this seems more of a software engineering project than computer science). So, ladies and gents I call for your ideas. Thanks, Ben.