Unlike my topdown sea shooter, this game is too demanding for HTML5, so I've begun porting the engine back to C++/OpenGL. This allows for easily 1000% more visual complexity if needed, and I could use some shader magic for fog, blur, lighting, hair, etc. I have a decent browser-based drawing program I'd like to keep (I'll switch from Canvas to WebGL if necessary). That would be a distraction at this stage, though, so I'm using Inkscape/GIMP/etc to explore a wider range of possibilities.
Feeling inspired. Made a few Inkscape mockups & freehand sketches for my most ambitious project. It's a sidescrolling RPG with intricate AI and hand-to-hand fighting.
Unlike my topdown sea shooter, this game is too demanding for HTML5, so I've begun porting the engine back to C++/OpenGL. This allows for easily 1000% more visual complexity if needed, and I could use some shader magic for fog, blur, lighting, hair, etc. I have a decent browser-based drawing program I'd like to keep (I'll switch from Canvas to WebGL if necessary). That would be a distraction at this stage, though, so I'm using Inkscape/GIMP/etc to explore a wider range of possibilities.
Unlike my topdown sea shooter, this game is too demanding for HTML5, so I've begun porting the engine back to C++/OpenGL. This allows for easily 1000% more visual complexity if needed, and I could use some shader magic for fog, blur, lighting, hair, etc. I have a decent browser-based drawing program I'd like to keep (I'll switch from Canvas to WebGL if necessary). That would be a distraction at this stage, though, so I'm using Inkscape/GIMP/etc to explore a wider range of possibilities.
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C++ porting progress
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'lo Tom! Nice to see you've got a journal now.