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I am working on creating and destroying actors however it seems the odd time ageia just likes to crash.

My Modeler has sent a picture of the machine gun... instead of the actual model.

Edit: What game is complete without a >car gun"! Still mostly stock art

The unreasonable reasonable
Looking for a freelance artist, that can model, animate, texture and do it a reasonable time and god damn it send daily progress reports.




Zombie Driver Metacritic Rating

I was looking at the indie games on steam. Found Zombie Driver, I looked at the metacritic score which is 59, this is because some jerk gave it 0, that seems unbelievable since the rest were at least in the 70's. That seems beyond reasonable, and makes me pretty furious! :evil:

That is beyond resonable, there is no way anyone should be allowed to give a game such a low score and be considered a "metacritic" rater.

Zombie Driver Meta Critic Rating




return 0

Got the first released game done, which was Tic Tac Toe 3d

Working on a game called "Prime Time" think of the runnning man/smash tv. Check out the progress

Youtube Annotations:
I am using youtube to post progress videos, adding there annotations to the "Prime Time" videos to t make them more interactive. Not much interest at this stage but we will see how it goes...

Also working on a game called Life on The Line: first arena based person shooter. The project seems to have reached the tipping point between death and life, how ironic the projects "life is now on the line"





I figured out how to use FRAPs (quite easy -- need to compress it using file (I used VirtualDub). http://www.fraps.com/faq.php

I uplodaded the video which shows the character movement, with yaw and roll (not pitch which is weird -- I guess its a Left/Right Handed thing). The roll is restricted to -90 to 90. I didnt add any camera logic yet, as you is quite apparent.




Gameplay: ingredients to madness

Game play:
Imagine a squad based third person shooter (Gears of War), with a magic system.
The feel of the game should be very similar to American McGee's Alice dark gothic, insane feel.

The best reference picture I can find:

The first environment I need will be called "the octagon". Essentially a giant structure floating in the air in the shape of an octagon.

On the walls I want there to be monitors, encrusted by vines. They will be static for the time being, but will eventually show replays of action (to be used for a future games IE Prime Time)
The sky will be a chaotic, a post apocalyptic red.

I will explain the attached picture. It represents a the top view of the Octagon, it supposed to symmetrical

There is a second layer. What I want to do is create a chess board on top of the environment. I want to carve the geometry into squares, similar to a chess board (dark beside light), but it not so transparent that you would recognize it is a chess board.

Each circle represents a room. The circles marked with an "S" represent rooms with magic switches. The switches have to be pressed several times to change the "magic field". Each room is marked with a color, this repsents which part of rooms (portion of rooms) are effected by the switch. For example the red switch effects all the red rooms.

If the field is non magic then it should then the chess board is very dull, however if the field is charged then the squares are alot more visible, they are essentially glowing.

Magic Field:
In the centre of each 'square' there will be a circle, when a player stands on it, they can channel energy and a wave of deadly energy (the longer they charge there the more energy is emmited). The circle should raise as the energy is charging, then lower when finished. (Think Elzaor from Dota).

When units are killed in the magic field they will crystallize (think Lost planet) and when destroyed they will explode into fragments producing energy. The energy will dissipate with time, but will float to the nearest person (if they are in a certain radius (God War). If the unit is not under the influence of a magic field will go rag doll.





I am working with xml data.

1)Save all data or just data that is not default?
Saving all data has the benefit of not requiring conversions (for example if the defaults ever changed) but at the cost of space

2) Write object desc def or just write all the data in the object desc
Saving all the data in the object desc creates a lot of waste (duplicative data), but it means that there is less synchronization if the object data ever changes.

For example:






Sure hope you like pictures because I have another one for you.

Added basic CCD for my projectiles, made a "bouncy bullet" it bounces off the walls.




Big Pork's Prime Time

Want to help me, well I am glad you asked.

Register at the indie pub and than vote for my two games: Big Eight Mini Putt and Big Porks Prime Time

Okay here is my current project Big Porks Prime Time. I am entering it into the indie pub contest.

Prime Time is the galaxies most popular reality tv-show in which you must slay the champion before time runs out, all the while dealing with the insanely sadistic Host "Big Pork".

Windows, MAC

Left Mouse Button to fire lasers
R to reload lasers
Right Mouse button to fire rockets
Escape will pause the game and bring up the menu

->Blue beacons will recharge rockets
->Yellow beacons act as checkpoints
->Pink beacons act as teleporters

If you could give it a try and leave some comments about the bugs and whatnot, that would be good.

Version 1.005 prototype
I added some cheats.
In the upgrade screen (press 1 to get 2000 gold), press 0 to reset the mechs and gold.

In game pressing 1 will replenish health, pressing 9 will refill your rockets and pressing 9 will give you two extra minutes.




2D brawlers

What ever happend to the good old fashioned 2d brawlers, games such as turtles in time,maximum carnage and battle toads. There have been some attempts to modernize these games but in my opinion something has gotten lost along the way they are simply not fun, either they try to include complex 3d terrain (I dont want to do any jumping, bumping or rumping?), they have forgotten what made these games great, that is the simple bone crunching, key mashing battle royal.





I have been banging my head for a while now, trying to get a simple server up, that I could host multiplayer games. I could not get around my router, tried opening my port, tried forwarding my ports but to no avail. I thought about getting a dedicated server to work as a facilitator for the NAT punch through... but that is so expensive (100 USD per month seemed too much for mucking about). Then I remembered about Hamachi, which solves the problem of connecting from behind a router. I didnt think that you could actually "connect" to the "Hamachi IP address", but turns out you can.

from the wiki





Alright back in action.

Got the first released game done, which was TicTacToe3d.


Working on a smash tv type game you check out the progress on yotube.

Using youtube to post progress videos, adding Annotations to make it more interactive. Not much interest at this stage but we will see how it goes, as experiment.




Some concept sketches

Big Pork
The Scott

"Squeeze that heimer until it pops like a balloonaphor feasting on the lifechops of his own demise"




Over 9000

Probably you have all heard of the video "over 9000", featuring vegeta from dragon ball z (over 4 million views).
>Over 9000

Oprah gets tricked a poster in the message board (abit crass but pretty funny).
>Oprah Over 9000




New Project

I am starting a new demo project called: Queens Rampage.

Bringing up a notch, I hired an artist (3dmodeler/animator) and sound designer.

Ogre3d >> graphics
NxPhysics >> physics
FMOD >> sound
DirectInput/XInput >> Input

->Single player
->Third person shooter
->Massive explosions
->Units will explode into pieces when killed

Character types:
->Pawn, Rook, Bishop, Queen, King, Knight
They will eventually be human looking chess type characters.

The White Queen has discovered that her Husband the White King has been bumping uglies with the Black Queen. This throws the queen into a high rage, a rampage to end all rampages. She orders her royal guard to attack the Black Queens Castle.

This will follow a traditional Mario type scenario. After the White Queen kills the Black Queen she discovers it was the Red queen, the Blue Queen(etc). Each time the magic scenarios will get more complex.




3d Cameras

My three favorite game right now are Gears of War, spiderman3 and Lost Planet. I started examining the control (character/camera) schemes.

Not too in depth (mostly boring) but anyway...
Gears of War

tap: to roll
hold: to run
near cover:take cover
while in cover: release cover
While in cover: 'a' + LT - depends on direction (either hops over barricade or moves to a new barricade)

melee attack

->if weapon is not full, reloads.
->if reloading (you can get a bonus, otherwise a penalty)

'y' - focus on key ally (Dom)

LT - zooms in (showing cursor)
'x' - pickup ammo/weapon, revive ally
'd pad' weapon select
start - pause/unpause

Character controller
Left Thumb -
moves the character according to the polar co-ordinates
When moving the pitch does not reset

Right Thumb -
x-axis: rotates the cameras yaw (interestingly it also rotates the characters yaw).
y-axis: rotates the cameras pitch (restricted)


Left Thumb -
moves the character according to the polar co-ordinates
When moving it resets the pitch (unless overridden).

Right Thumb -
x-axis: rotates the cameras yaw
y-axis: rotates the cameras pitch (restricted)

I am partial to the gears system myself




Out Of stream

I knew I would have ran out of steam eventually (I blame my as Asthma) but didnt think it would happen so quickly. My artist is busy with school (hopefully in around two weeks progress will resume).

->The musician is finished working on the sound/music (so all that remains to pay).
->I have a physics programmer waiting in the wings.
->I cant bring myself to work with temporary asset, or thats my excuse.
->I went fishing for artists and ended up hiring a writer (don't drink and post).




The importance of planning

I have come an conclusion, if you are making game than you are going to need a set of tools, and an engine (its going to make your life a heck of a lot easier). Using a pre-existing game engine will save you alot of time and hassle but might cost you later if you hit its limitations. At the beginning project, everyone in the group will be really excited (but this excitement only lasts a short time) if you squander this time working on the engine (some optimization, or file loading) rather than the game you will find that the rest of the team will lose interest and you will a series of lulls in production. That is why I advise you to already have your engine finished before starting your project (or using a preexisting engine).

A design document is actually very important, as it will allow to ensure that the game has enough gameplay to warrant the project, it is also helpful to convey to the rest of your team a clear and coherent vision of what you are trying to achieve. Without a design document you are going to be lost.

At the beginning of a project you need to be able to prototype your idea to see if it should be scrapped or continued (the quicker you can do this the better off you are). It is imperative to ensure that your team members that you explain that you are in the prototyping phase. For example you should have your modelers create a low poly version of your assets, so that you can get a feel for how it should look but ensure that they are not spending massive amounts of time (otherwise they will not be too happy to spend 3 weeks on something only to scrap it).

Finally you are going to need deadlines, this might seem like a bad idea (especially when the project members are doing in there free time and not getting paid) but its essential or you will soon find yourself drowning in a pool of inaction.




Radar Shader

Finally got my radar working... and I think its even CG complaint



float4 RADAR_ANG;
float4 RADAR_RING1;
float4 RADAR_RING2;

sampler RT : register(s0);

float4 ps_main(float2 iTexCoord : TEXCOORD0): COLOR
float4 color = float4(0,0,0,0);
float2 centre = float2(0.5,0.5);
float2 dir = iTexCoord - centre;
float dist = length(dir);

if(dist {
color = tex2D(RT, iTexCoord);// * float4(0,0,4,1);
float ang = (180 + atan2(dir.y,dir.x) * 57.325);

if(ang> RADAR_ANG.x && ang {

if((dist > RADAR_RING1.x && dist RADAR_RING1.z && dist
> RADAR_RING2.z && dist {
color += RADAR_COLOR;

// color *= float4(0,0,1,0);
color.a = .5;

return color;




Source code of Larva Mortus

The good people at Rake in The grass have released source code for there game Lava Mortus I thought it was worth a note.

Source code of Larva Mortus





Map Format

I created the map format. Text based because I cant be bothered writing a map editor (for something that will be inferior to an artist created content anyway) , and not crucial for the end result only used for development.

12 20
Where # is a wall, . is a floor plane and S is a spawn location.

For rendering it simple, just place it into ogres static geometry (no problem). For my collison mesh I tried reading the data from the static geometry.

As the map grew in size this become too slow. I started writing an algorithm to batch the collison geometry into squares. After a while I realized it wasnt worth the effort of writing such an algorithm either that or I was too lazy.

The so called collison map.
CellType row, col, colspan, rowspan

W 0 0 12 1
W 1 0 1 8, F 1 1 10 9, W 1 11 1 8
W 9 0 4 2,F 9 4 4 2,W 9 8 4 2
W 11 0 1 8,F 11 1 10 9,W 11 11 1 8
W 19 0 12 1

Some screens:
This is an overhead view of the 'map'

Using stock art and some Alice textures until I get some real assets.

Here some shots of the Queen as she is being developed.

I will for more not ask for help until I have a demo.
I will for more not ask for help until I have a demo.




Red Storm first look

Sea storm studios are working on our second game: "Red Storm", third if you count Life on the Line (now on hold), a top down shooter.

The first version is to be called "Infinite Mode" in which you have to survive as long as possible and rank enough the highest score.

Norton is a top office in ROOK, hates commies with a bitter passion. You can think of him like Captain America (or the comedian from watchman), except he doesn't follow any altruistic code, the ends justify the means, always. If he has the enemy by the the throat, he will snap it, if a terrorist takes a hostage he will shoot right through the hostage to get to the terrorist.

Firt version

Second version

The heads of State of the Kings Cross are almost totally corrupt, under the influence of the Shadow Council. Save for a small band of nationalists who are aware of the subversion and and are sick of it. There answer was to create ROOK, a black op unit that is dedicated to removing the cancer that is infesting society

ROOK Emblem
My version

Jingquans verion:




Red Storm

Sea storm studios are working on our second game: R"ed Storm", third if you count Life on the Line (now on hold).


The sounds effects are custom, we dont have the custom music but it is in progress.




The Inanity

You can see what inanity I have been up to
The Inane Cast
The non comic



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