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gdunbar

Member Since 22 Feb 2006
Offline Last Active Yesterday, 07:05 PM
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Merry Prankster Games > TotAW PR Tour

Posted gdunbar on 06 May 2014 - 09:23 AM

PR tour? OK, maybe not. However, at least for my tracking purposes, here are the TotAW announcements that I know about:
http://www.gamedev.net/blog/717/entry-2259587-announcing-temple-of-the-abyssal-winds/
http://www.gamedev.net/topic/655780-temple-of-the-abyssal-winds/
https://plus.google.com/115759256052756949305/posts/bVzyePhMPfW
http://www.rpgcodex...

Merry Prankster Games > Announcing Temple of the Abyssal Winds

Posted gdunbar on 22 April 2014 - 06:46 AM

http://youtu.be/7U-mNJy-sW4

"Twenty years ago, the demoness Urgoroth rose to power from the depths of the Temple of the Abyssal Winds. She was defeated, but your parents were lost in the conflict. Your aunt and uncle have raised you in the small village of Tomm's Crossing, where life has been mostly peaceful. Until now…"

So begins the classic-style...

Merry Prankster Games > Temple of the Abyssal Winds Trailer 2

Posted gdunbar on 10 March 2014 - 01:12 PM

Take 2 on the trailer. Made the text last a bit longer at the start, per feedback. Other minor tweaks.

http://www.youtube.com/watch?v=7U-mNJy-sW4

Geoff

Merry Prankster Games > Temple of the Abyssal Winds Trailer

Posted gdunbar on 04 March 2014 - 02:03 PM

Here's the gameplay trailer for Temple of the Abyssal Winds. Formal announcement coming soon, but for the time being:

http://youtu.be/h3Amy-EfX-M
Enjoy!
Geoff

Merry Prankster Games > Back!

Posted gdunbar on 06 September 2013 - 06:53 AM

Well, summer is done, and man, was I unproductive. Things are returning to normalcy, and I'm back to work on Unannounced SENG Game.

I did actually get some things done over the summer, including some planning, and one complete area. But there is still much to do. I'll try to announce more concrete plans in the next few weeks.

In the meantime, here is a...

Merry Prankster Games > Buildings!

Posted gdunbar on 17 May 2013 - 02:26 PM

Continuing work on Unannounced SENG Game. Here's a screenshot of the various buildings for the towns:http://uploads.gamedev5.net/gallery/album_495/gallery_98001_495_185284.jpg

Merry Prankster Games > Planning the Real Game

Posted gdunbar on 05 April 2013 - 02:06 PM

So, with 10 Fantasy Fights fully functional on iOS, I've got my proof of concept... games with my engine work fine on iOS or Windows. So, now it's time to make the actual game! I'll roll out a good announcement soon, but in the meantime I'll post enigmatic progress reports. Right now I'm working on the locations for the game, which (it turns out) is reall...

Merry Prankster Games > iPad version

Posted gdunbar on 24 January 2013 - 09:50 AM

Here it is, a screenshot of 10FF running on an iPad Mini!http://uploads.gamedev5.net/gallery/album_495/gallery_98001_495_20243.jpg I am really psyched about this. This isn't just test or partial code; the complete engine is working, with "little" things like audio and everything. I believe the game is fully playable at this point, though I haven't gone th...

Merry Prankster Games > Level rendering

Posted gdunbar on 09 January 2013 - 12:53 PM

Got level rendering working on the iOS simulator:http://uploads.gamedev5.net/gallery/album_495/gallery_98001_495_72603.png I had to show a screenshot of the very start of the beginning level, as I don't have the touch events wired properly yet and you can't move at all. The discerning eye will also note some face culling issues. And perf is crap. But defi...

Merry Prankster Games > UI primitives

Posted gdunbar on 16 December 2012 - 02:20 PM

Working on UI rendering. Here's the outline of a button, and below it an image rendering. I don't have text working yet so the button looks a little funny without any label. Once I get text working, all of the other primitives should work fine, though.

Posted Image

Merry Prankster Games > iOS: Full Rendering

Posted gdunbar on 26 November 2012 - 10:00 AM

OK, after some fiddling (and some vacation), here is a render from iOS with full lighting, texturing, and animation. Woo!

Posted Image

Next, some cleanup and refactoring (mainly to support different lighting models). Then, particles effects.

Geoff

Merry Prankster Games > iOS: Complex Models, and Lighting

Posted gdunbar on 16 November 2012 - 01:47 PM

More iOS progress. Screenshot:

Posted Image

This is a complex model, an orc, loading from the 10FF data. The orc consists of 12 actual models, stitched together so they can be swapped in and out as needed; for instance, if the orc decides to wield a sword instead of a club.

No...

Merry Prankster Games > It Renders!

Posted gdunbar on 13 November 2012 - 02:16 PM

Well, after much effort and convolutions, here is the pile model from 10FF rendering in the iPad simulator:

Posted Image

Although I don't have texturing, lighting, or animation working, this is actually using the game's rendering code, which is a big accomplishment. Adding the...

Merry Prankster Games > Continuing iPad 10FF

Posted gdunbar on 29 October 2012 - 03:11 PM

Back from vacation. Sadly still no visible progress. I've done a fair amount of code replacement, replacing Windows-specific code with platform-independent versions of the same code:
Replaced D3DX math code with CML math code (http://cmldev.net/).
Replaced D3DX model-loading code with AssImp model-loading code...

Merry Prankster Games > iPad 10FF

Posted gdunbar on 17 October 2012 - 08:10 AM

So, my next move with 10FF is to port it to work on the iPad. In one sense, this is a little frustrating, because I've got most of the pieces ready to make a commercial game from the SENG engine. But at this point, it makes sense to take a step back and make the engine work on iOS _before_ I invest in making a whole bunch of content that might not work...



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