A short Journey over Zeno's Bridge

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Oregon, USA
This is the journal of an as of yet untitled game.
27 comments
12 entries
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Solokeh
October 04, 2016
Decaffeinated Passion

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…

1,960 views
Solokeh
October 02, 2016
Sheep are Dumb, Even When They're Smart

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…
1,924 views
Solokeh
September 28, 2016
Aimless Times

*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…
1,079 views
Solokeh
September 24, 2016
A Discovery Unnoticed

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.

[sharedmedia=gallery:images:7751]

This didn't strike me as being very important, because I was ou…

1,394 views
Solokeh
September 23, 2016
In the Heat of the Moment, I Lied

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…

1,412 views
Solokeh
September 21, 2016
Accelerated Development

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,…

1,334 views
Solokeh
September 19, 2016
Take a Break, Man

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'…

1,449 views
Solokeh
September 14, 2016
Bosses and Fear

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 …

1,295 views
Solokeh
September 13, 2016
Rooms Upon Rooms (And Clutter!)

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…
2,080 views
Solokeh
September 11, 2016
Chunk Loading and the Infinity Problem

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. …

1,328 views
Solokeh
September 09, 2016
Sweet Sweet Loot

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…
1,944 views
Solokeh
September 07, 2016
The Beginning of a Perilous Journey

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…

1,286 views
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