As usual, mirrored from the original at drilian.com, which has nice embedded videos instead of boring links!
Just another quick update to show off a pair of videos of the in-progress level 2 boss.
First, note that the textures that I have on there currently are horrible, and I know this. It's okay.
T…
Just another quick update to show off a pair of videos of the in-progress level 2 boss.
First, note that the textures that I have on there currently are horrible, and I know this. It's okay.
T…
(as usual, mirrored from the original at drilian.com)
Just a quick update to show off the fully-(or mostly-fully-)revamped boss of the first level:
Vimeo: Procyon: Level 1 Boss Update
Just a quick update to show off the fully-(or mostly-fully-)revamped boss of the first level:
Vimeo: Procyon: Level 1 Boss Update
(As usual, this is mirrored from the original at drilian.com)
Yeesh.
It's been a while.
What have I been up to since early June? Quite a bit. On the non-game-development side of things: work's been rather busy (still). Also, I now own (and have made numerous improvements on) a house! So that's bee…
Yeesh.
It's been a while.
What have I been up to since early June? Quite a bit. On the non-game-development side of things: work's been rather busy (still). Also, I now own (and have made numerous improvements on) a house! So that's bee…
As usual, mirrored from drilian.com
In my previous two posts, I started looking into what it would take to code the networking for my game, and came up with a first draft, before realizing that floating-point discrepancies between systems totally threw my lockstepping idea for a loop.
Lockstepping Wi…
In my previous two posts, I started looking into what it would take to code the networking for my game, and came up with a first draft, before realizing that floating-point discrepancies between systems totally threw my lockstepping idea for a loop.
Lockstepping Wi…
As usual, mirrored from drilian.com
In my previous post, I weighed the advantages and disadvantages of my game vs. a standard FPS with regard to networking. After doing so, I came up with an initial network design.
The biggest issue, personally, was dealing with the causality of the network game. E…
In my previous post, I weighed the advantages and disadvantages of my game vs. a standard FPS with regard to networking. After doing so, I came up with an initial network design.
The biggest issue, personally, was dealing with the causality of the network game. E…
As usual, this entry is mirrored from drilian.com.
I haven't had much development time in the last (nearly two) month(s), but I have had time to nearly finish up the networking code for the game, so I thought I would describe some of the work that went into the design of the system.
Resources
I tried …
I haven't had much development time in the last (nearly two) month(s), but I have had time to nearly finish up the networking code for the game, so I thought I would describe some of the work that went into the design of the system.
Resources
I tried …
(Mirrored from drilian.com)
Level 1 is effectively complete (excluding some global gameplay and balance issues.)
Here's a video:
">Procyon Level 1 At Youtube
Yay!
And some MP3s of the music from the first level:
To the Skies!
Boss Battle
Level 1 is effectively complete (excluding some global gameplay and balance issues.)
Here's a video:
">Procyon Level 1 At Youtube
Yay!
And some MP3s of the music from the first level:
To the Skies!
Boss Battle
Mirrored from drilian.com, as per usual.
This will probably be the norm for a while, unless I find myself with an excess of time some night; there'll probably just be some project updates for a few weeks.
Progress on finishing the first level is going good, all of the main enemies are implemented, th…
This will probably be the norm for a while, unless I find myself with an excess of time some night; there'll probably just be some project updates for a few weeks.
Progress on finishing the first level is going good, all of the main enemies are implemented, th…
As usual, mirrored from drilian.com, complete with embedded youtube!
I haven't made any specific posts about my game in a while, so I thought I'd just make a quick status update.
Code ProgressProgress is coming along quite nicely. Most of the game systems are done (though I have some modifications t…
I haven't made any specific posts about my game in a while, so I thought I'd just make a quick status update.
Code ProgressProgress is coming along quite nicely. Most of the game systems are done (though I have some modifications t…
Mirrored from drilian.com, as usual.
The .NET framework's reflection setup can be amazingly useful. At a basic level, it allows you to get just about any information you could want about any type, method, assembly, etc that you could want. In addition, you can programmatically access type construc…
The .NET framework's reflection setup can be amazingly useful. At a basic level, it allows you to get just about any information you could want about any type, method, assembly, etc that you could want. In addition, you can programmatically access type construc…
As usual, mirrored from my homepage, drilian.com. It's cooler there, with embedded youtube videos and stuff!
You're flying your ship down a cavern, dodging and weaving through enemy fire. It's becoming rapidly apparent, however, that you're outmatched. So, desperate to survive, you flip The Switc…
You're flying your ship down a cavern, dodging and weaving through enemy fire. It's becoming rapidly apparent, however, that you're outmatched. So, desperate to survive, you flip The Switc…
(As is now the usual, this entry is mirrored from drilian.com)
Yikes, I'm getting backlogged on the stuff I want to write about!
Anyway, this will probably be way shorter than it deserves, but my memory on the subject is about 3 months old. Basically, this will be more or less a short chronicle of…
Yikes, I'm getting backlogged on the stuff I want to write about!
Anyway, this will probably be way shorter than it deserves, but my memory on the subject is about 3 months old. Basically, this will be more or less a short chronicle of…
(As is now the usual, this entry is mirrored from drilian.com)
I have been hard at work on my game (in my ridiculously limited spare time) for the last month and a half. One major hurdle that I've had to overcome was collision detection code. Specifically, my collision detection performed great on…
I have been hard at work on my game (in my ridiculously limited spare time) for the last month and a half. One major hurdle that I've had to overcome was collision detection code. Specifically, my collision detection performed great on…
First, I'm joining the ranks of people whose dev journals are moving. In my case, I'm moving it to drilian.com. I'll mirror generally portions of them here (though this entry is mirrored in its entirety), so you can still track this journal on the Journals page to keep up to date. However, if yo…
Okay, I'm back! Sorry for the delay, my job got super-crazy there for a month or so. It hasn't really let up too much, but it's enough that I was able to get a little bit done. However, nothing really to show for it, I'm afraid.
But, I do have SOMETHING interesting: a look into the HUD design pro…
But, I do have SOMETHING interesting: a look into the HUD design pro…
This previous weekend, I was able to accomplish another major milestone in game development: The Scrolling Background (TM) (C) (R) (BBQ).
Click to enlarge
Requisite Scrolling Video (Xvid AVI, ~2MB)
The Skinny On Scrolling
The interesting thing about the scrolling method that I settled on is that it's …
Click to enlarge
Requisite Scrolling Video (Xvid AVI, ~2MB)
The Skinny On Scrolling
The interesting thing about the scrolling method that I settled on is that it's …
Here it is: another late-week journal update that pretty much chronicles my weekend accomplishments, only later.
But First, Beams!
First up, here's a preview of the powered-up version of the final main weapon for the project:
Click to enlarge
The beam itself actually locks on to targets and continually…
But First, Beams!
First up, here's a preview of the powered-up version of the final main weapon for the project:
Click to enlarge
The beam itself actually locks on to targets and continually…
It's been tricky to make much progress these last couple weeks - having a (non-gaming) coding job and being able to come home and work gets tricky, so a large majority of my game coding time is weekend time. Also, couple some deadlines at work, and you've got a large case of "I don't want to code …
I haven't had nearly as much time to get stuff done at home as I'd like, as work has been a bit of a scramble recently. Working ridiculously hard at a code-related day job and then coming home and trying to code is...difficult. And recently, highly unsuccessful.
However, this last weekend I was ab…
However, this last weekend I was ab…
It's done! Finally, after over a year since its completion, Mop of Destiny gets its own webpage!
I had a really difficult time trying to figure out what the webpage should even look like, so I just kept putting it off, until last night when I was almost asleep, I had that "eureka!" moment immediate…
I had a really difficult time trying to figure out what the webpage should even look like, so I just kept putting it off, until last night when I was almost asleep, I had that "eureka!" moment immediate…
HERE COMES A NEW CHALLENGER!
Inspired by Scet's Tub of Awesome, I opted to continue work on my old emulator, DrilNES.
And here it is! DrilNES in all its glory! Note that it does not support PAL NES timing, it only runs NTSC games (so US and Japanese games only).
A Brief History of the World
I first a…
Inspired by Scet's Tub of Awesome, I opted to continue work on my old emulator, DrilNES.
And here it is! DrilNES in all its glory! Note that it does not support PAL NES timing, it only runs NTSC games (so US and Japanese games only).
A Brief History of the World
I first a…
No real dev updates. I'm still working on the behind-the scenes stuff. I got a bit bogged down with the asset management - turns out, handling on-the-fly asset streaming on the 360 using XNA is a tricky proposition, due to the garbage collection (which triggers every megabyte or so of allocation,…
I've gotten less done recently that I would have liked, due to a lack of time to sit down at my computer. However, I did implement tiling perlin noise in-shader.
It uses the same basic technique as I used to set up the tiling noise (so you can read it in one of my earlier posts).
Basically, I can ge…
It uses the same basic technique as I used to set up the tiling noise (so you can read it in one of my earlier posts).
Basically, I can ge…
So I put off working on this entry long enough that it's now two entries worth of data in one.
Too Many Instructions: Cutting Down On the Noise
So, the implementation of Improved Perlin noise from GPU Gems 2 boils down to 48 pixel shader instruction slots (9 texture, 39 arithmetic). That's one octav…
Too Many Instructions: Cutting Down On the Noise
So, the implementation of Improved Perlin noise from GPU Gems 2 boils down to 48 pixel shader instruction slots (9 texture, 39 arithmetic). That's one octav…
So yesterday I got the crack filling up and running.
Tonight, I improved the routine dramatically.
The Trouble With Texcoords
The problem was, the edge-expanding algorithm I used was detecting way more edges than it needed to. Here's an image of a normal map generated using this (old, bad) method (I …
Tonight, I improved the routine dramatically.
The Trouble With Texcoords
The problem was, the edge-expanding algorithm I used was detecting way more edges than it needed to. Here's an image of a normal map generated using this (old, bad) method (I …
I took it easy today, so I was barely near the computer, but I did make some awesome progress.
Last night, I was able to finally get a prototype of my texture caching setup going.
Diffusing the Procedural Situation Using Bad Puns
Right now, it's a command-line tool that does the following:
Last night, I was able to finally get a prototype of my texture caching setup going.
Diffusing the Procedural Situation Using Bad Puns
Right now, it's a command-line tool that does the following:
- Loads up a m…
Return of the chairs!
I needed a quick test to make sure that the noise textures work well in 3D, since that's their intended use, so I decided to run them on some chairs.
A few things to note:
I needed a quick test to make sure that the noise textures work well in 3D, since that's their intended use, so I decided to run them on some chairs.
A few things to note:
- These aren't currently being written to texture first (which is the ultimate idea) so the chairs in the back…
This'll be a short update. I came up with a better pavement texture, and, while trying for the stones, came up with a nice method of star generation, so I refined that as well. Hooray for happy accidents!
The stars one really looks best zoomed in (the thumbnail looks kinda lame), but I like them b…
The stars one really looks best zoomed in (the thumbnail looks kinda lame), but I like them b…
The Most Communicative Of Fingers
This entry was going to be a bit longer, but:
Yeah. It's the classic tale of "boy meets girl, girl rejects boy," except you replace "boy" with "finger," "girl" with "wall," and "rejects" with "breaks."
Sometimes playing wallyball can be considered dangerous.
Procedura…
This entry was going to be a bit longer, but:
Yeah. It's the classic tale of "boy meets girl, girl rejects boy," except you replace "boy" with "finger," "girl" with "wall," and "rejects" with "breaks."
Sometimes playing wallyball can be considered dangerous.
Procedura…
Advertisement
Popular Blogs
Advertisement