Damn, it's been a long time.
It's really fun to come back and look at the journals after so many months and see all the progress people are making. Cheers to all of you for cranking on the cool stuff.
What I have been doing? Eh, nothing much. Making games, getting little sleep, reviewing games. Ya kn…
It's really fun to come back and look at the journals after so many months and see all the progress people are making. Cheers to all of you for cranking on the cool stuff.
What I have been doing? Eh, nothing much. Making games, getting little sleep, reviewing games. Ya kn…
Although it's hard to believe, I've been at my current job for a year now, and it's unfortunately been damn near the same for a journal entry.
Anyways, to the fun stuff. The first game I was lead programmer on was just finished last month, and is currently going through Nintendo's lot-check. Garfie…
Anyways, to the fun stuff. The first game I was lead programmer on was just finished last month, and is currently going through Nintendo's lot-check. Garfie…
11 days.
That's how long it took my brand new 360 to get the red ring of death. A brand new 360 -- the $350.00 wireless bundled with Forza/Marvel UA. 11 days. What the fuck Microsoft?
I didn't even get to finish Bioshock (hell, I only played it like 4-5 times)!
So anyways I take it back to Best Buy to…
That's how long it took my brand new 360 to get the red ring of death. A brand new 360 -- the $350.00 wireless bundled with Forza/Marvel UA. 11 days. What the fuck Microsoft?
I didn't even get to finish Bioshock (hell, I only played it like 4-5 times)!
So anyways I take it back to Best Buy to…
Still working on my pixel-art, and progress is slow but steady on my shooter. I have rewritten a lot of my old 'core' systems, to make them easier to use and less prone to breaking. I expect to have a gameplay video soon ( < 3 days) and a playable demo for anyone curious within 2 weeks.
I would a…
I would a…
The past few days I have finally had some time off from work and went back to hacking away at my 2D stuff here at home. Here is the current state of things.
The game I am going to make: A post-apocalyptic-ish shoot em up. After making the brief Fantasm Fortress a few months ago as an excercise in 24…
The game I am going to make: A post-apocalyptic-ish shoot em up. After making the brief Fantasm Fortress a few months ago as an excercise in 24…
So crunch is pretty much over for me at work; we shipped Boop and my current tasks are not too time sensitive.
Also, for those of you interested, a game that I spent a lot of time on, and one that I will be spending more time on soon, has been announced:
The Harvest Moon Killer
It is an amazingly deep…
Also, for those of you interested, a game that I spent a lot of time on, and one that I will be spending more time on soon, has been announced:
The Harvest Moon Killer
It is an amazingly deep…
As the title suggests, I believe a paradigm shift is due in my after hours development mindset. Up to this point, I learned to make games with ambitions of becoming a 'true indie' ie making quality shareware games while living out a meager and poor existence. Sounded like fun.
Well, now I do make co…
Well, now I do make co…
What I have been working on: Come get some.
Odin Sphere is fun, but practically unplayable.
Bioshock will probably convince me to get a 360.
That's all.
Odin Sphere is fun, but practically unplayable.
Bioshock will probably convince me to get a 360.
That's all.
It's been a week since I've started at my new job. In that very short time I have learned how different console game dev is from PC game dev. Specifically, working with the DS. My time with the Wii has been pretty limited so far, and most of my efforts have concentrated on the DS.
It is much, much d…
It is much, much d…
Well, I didn't get to work on it for 24 hours due to apartment hunting, but I did manage to get some stuff into it. The total dev time to this point is 13.5 hours.
Some more gameplay action:
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I added in entity/entity collision, shadows, a new enemy type, the frost cannon, and reworked some of th…
Some more gameplay action:
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I added in entity/entity collision, shadows, a new enemy type, the frost cannon, and reworked some of th…
Alright, well, 9 hours have passed since I started on this silly 24 hour game. Out of the 9, a solid 6 were actually spent on development. My art sucks and takes a brutally long time =(
Anyways, the first video:
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HopeDagger suggested a 'crimsonland' type shooter only moments after I had already s…
Anyways, the first video:
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HopeDagger suggested a 'crimsonland' type shooter only moments after I had already s…
Getting a job in a new city, and moving in less than two weeks is quite the task :/
Anyways, the 'no-compete' and 'inventions' contracts between myself and BLS have been finalized, so any hopes of commercial indie success are at bay for a while :)
It looks like they will allow me to finish Gearo unde…
Anyways, the 'no-compete' and 'inventions' contracts between myself and BLS have been finalized, so any hopes of commercial indie success are at bay for a while :)
It looks like they will allow me to finish Gearo unde…
Things have been crazy and bizarre lately. In short: I am now a professional video game developer =D
The short story:
My research work under a federal grant is ending May 31st, so I have been job seeking. A little bit tired of chemistry, I decided to switch careers and look into software engineering…
The short story:
My research work under a federal grant is ending May 31st, so I have been job seeking. A little bit tired of chemistry, I decided to switch careers and look into software engineering…
Despite my complete lack of desire to write a level editor for Gearo, it turns out that trying to script nice levels by hand is far worse.
So, I got up early this morning (as in, before noon) and went for it. It's lacking some crucial features, but for version 0.1 I'm satisfied.
I have for you not on…
So, I got up early this morning (as in, before noon) and went for it. It's lacking some crucial features, but for version 0.1 I'm satisfied.
I have for you not on…
Unfortunately I didn't get much sleep last night, but in exchange I made a lot of progress with Gearo.
The game really consists of 4 systems. There is the front end (options/loading/creating characters), the World Map, the Combat, and the Village/location system.
Up to this point I had a good chunk o…
The game really consists of 4 systems. There is the front end (options/loading/creating characters), the World Map, the Combat, and the Village/location system.
Up to this point I had a good chunk o…
After putting off the collision for Gearo for over a week (which is almost 1/6th of my target development time) I decided to do it today. There was a little trickiness involved, but for the most part, my emulated 3D world is unable to resist my iron hammer of code.
So, I threw together another video…
So, I threw together another video…
So spring has finally re-emerged here, ahhh.
Fireheart: Added some additional collision types to the old "box v box" collision. Now we have box/circle/line collisions, which has helped make the levels feel a bit more organic. Specifically, now we can have proper collision for diagonal edges and the …
Fireheart: Added some additional collision types to the old "box v box" collision. Now we have box/circle/line collisions, which has helped make the levels feel a bit more organic. Specifically, now we can have proper collision for diagonal edges and the …
Hey everyone, sorry for the delay in updating. Ran into some technical issues with my account here (thanks very much to Rav,Melissa, and Oluseyi for the help) and then decided to post more content then usual for my 'return' =)
So -- Fireheart is rolling. The dialogue is coming along very well, and i…
So -- Fireheart is rolling. The dialogue is coming along very well, and i…
Since Fireheart is largely designed to be a story driven game, there will be lots of dialogue. Although we weren't 100% satisfied with the first iteration of the dialogue, we let it be to work on other things. This last week I finally got around to playing with it some more, and the result is below…
The latest things implemented in Fireheart:
Particles
Spawners
Primitive Traps
All in all, these three things actually add a decent amount of gameplay in. In response to DecipherOne's question last post about the gameplay: We are going for an action/adventure kind of theme with heavy puzzle elements. O…
Particles
Spawners
Primitive Traps
All in all, these three things actually add a decent amount of gameplay in. In response to DecipherOne's question last post about the gameplay: We are going for an action/adventure kind of theme with heavy puzzle elements. O…
Added three new entity types in Fireheart: the big shade, the vara (reptile like demon), and the girl, Trudy, who is the second PC. The gameplay will switch back and forth between the Imp and Trudy as the story progresses. With both into the game now, I can start on their individual mechanics.
Also …
Also …
Lately a lot of good things have been going on with the newly named 'Fireheart' project. I pretty much have PTK bending to my will now, so the development is coming pretty fast.
Collision, NPC interaction, and a scripted event/object system have all been implemented. The latest new feature, is shado…
Collision, NPC interaction, and a scripted event/object system have all been implemented. The latest new feature, is shado…
Unfortunately, development of Warmage: Exodus is kind of grinded to a halt. Due to the holidays I am broke and can't afford to contract out any more artwork for the time being. At the current stage, I really need some finalized spell effects to get the spell system finished. Since this isn't likely…
One of the hardest things with W:E's development has been the smooth integration of art assets. I have two different artists working on the project, and despite my best efforts there are always some aesthetic clashes. This problem is compounded by the fact that all three of us live in different par…
Before I started developing Warmage: Exodus, I was frustrated about a couple of things with CRPGs:
1) Everything was moving away from the simple elegance of isometric/overhead styles to the first person or other cumbersome (for gameplay) 3D viewpoints.
2) Point and Click does not give enough direct c…
1) Everything was moving away from the simple elegance of isometric/overhead styles to the first person or other cumbersome (for gameplay) 3D viewpoints.
2) Point and Click does not give enough direct c…
After finally establishing a GDNet+ account, it is kind of exciting to write my first journal entry. I thought the best way to start keeping an account of my development would be to look into the past and see how it all began:
Developing video games had always been very interesting to me. Like many …
Developing video games had always been very interesting to me. Like many …
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