Coffee is my fuel. I drink straight espresso, a lot of it, about 12-16 shots a day, if not more. This morning I realised that I had run out of caffeinated beans. Rather than get some from WinCo, I decided to drink the decaf and tough it out until I had a chance to make a store run. I understand how…
This new project is extremely relaxing, I quite enjoy watching sheep graze, grow, and multiply. The basics of a herd simulator are rather simple, I'll outline them here:
- Wander until food is found
- Note food's location
- When hungry, return to food and eat
- Grow in proportion to health and calorie count
- Onc…
*Sigh...*
What on Earth am I doing?
In the past week I have created six game frameworks. I wouldn't call most of them games, but each is at least the beginning of a game.
I'll go through them here:
6DOF Space Mining
- Fully newtonian flight model
- Asteroids to mine
- Physics based firing system
- Raycast bas…
Holy shoes in a bucket, I've realised something! While working on the planet-side generation, I off-handedly used a bit of trickery to place walls only at the edges of the map, which you can see below.
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This didn't strike me as being very important, because I was ou…
I just needed a day or so to recover, I'm still working on MLR.
I've added a little popup when the player mouses over an unequipped weapon. It tells you all of the information about that gun, and disappears when your mouse moves away. I've also half-implemented rockets, they just need weapon sprite…
It is just past four in the morning, and here I am working. Some things have happened, and I can't tell you all for the sake of others' privacy, but I'm down a team member. It's difficult to keep going when you lose the reason you started. I mean, I had been making games long before I met this guy,…
I usually don't take breaks, but after working full time on this game for three weeks, I sorely needed one. Coming back to the game with a fresh view on things was great, and while my momentum was broken, I soon got back up to speed.
Map design is tricky in a game with generated areas, and since I'…
As I slowly flesh out the basic enemy logic, I realise how much we ascribe meaning to very simple behaviours. For instance, when an enemy's health drops below thirty percent, it will run away. Simple, right? But I can't tell you how many times in testing the glee I felt when chasing the little guy …
Things I have accomplished/tried to accomplish recently:
- Fine tuned enemy speed and starter weapon stats
- Completely rebuilt the rooms, now they run much more smoothly and fit together nicely
- Tried to spawn big rooms, and failed massively due to how the generation algorithm checks for existing rooms
- Dra…
Things I accomplished recently:
- Infinity!
- The game runs smoother than ice on a hot pan
- Massively reduced active trigger and script count
- That's it!
It's infinite, running smooth at thousands of rooms, with a sad amount of content. The problem with any infinite game is that you'll eventually get bored. …
Things I accomplished today:
- I have successfully implemented four weapon types, with many, and I mean many, procedurally generated variations.
- Enemy damage and health now scale up when you get further in.
- Loot gets better the further into the dungeon you are.
- The game runs at a buttery 60FPS now that o…
I make games, just like many of you. I'm not a mastermind, I'm not the next John Carmack, I'm just a guy who happens to make games. It started in freshman year of high school, in which I took a game development class, (lucky, I know). The software was Greenfoot, and the language was Java. I made my…