Thursday, 24 December 2009
Delivery scheduled for christmas day.
Or perhaps morning or night depending where you reside. Of course, I'm rather bad at keeping to schedules this month, so who knows? In the meantime, here's a new screenshot.
Tuesday, 22 December 2009
More screenshots
Cool game screenshot!
Thursday, 10 December 2009
EGP - December
Well, I am actually working on something here, amazingly. The theme this month is "Art game", which in my interpretation means you have to be pretentious about it. If you don't think you can actually make something with artistic merit, you probably won't even try. So assume you can, if you're lucky...
And this is an early version of one of the characters. Or it should make an appearance somewhere, anyway.
And this is an early version of one of the characters. Or it should make an appearance somewhere, anyway.
Saturday, 5 December 2009
Project Generic
Screenshots never turned up, but instead... here's the game!. It uses the 2DBoy rapid prototyping framework and the box2d physics engine.
Fairly simple to use, extract it and read the readme.
Development has started on the version using ogre3d for graphics, which means it will potentially look much nicer.
Fairly simple to use, extract it and read the readme.
Development has started on the version using ogre3d for graphics, which means it will potentially look much nicer.
Saturday, 31 October 2009
My current project
Is codenamed Project Generic.
In actual fact, it's a student project along the lines of the old 2D worms games, with physics based gameplay using Box2D and robotic characters that tend to die of extreme flatness as opposed to fatal exposure to explosions. We'll be handing in the final version for university on friday the 13th, at which point I'll probably post some screenshots here.
Hopefully we'll keep working on that after the semester, possibly with a new engine (the 2DBoy framework is fine for rapid prototyping but not great for polished games). Either way what we have going on is pretty cool, if rather rough at the moment.
In actual fact, it's a student project along the lines of the old 2D worms games, with physics based gameplay using Box2D and robotic characters that tend to die of extreme flatness as opposed to fatal exposure to explosions. We'll be handing in the final version for university on friday the 13th, at which point I'll probably post some screenshots here.
Hopefully we'll keep working on that after the semester, possibly with a new engine (the 2DBoy framework is fine for rapid prototyping but not great for polished games). Either way what we have going on is pretty cool, if rather rough at the moment.
Wednesday, 21 October 2009
Living up to the name
As you may have noticed, the game never materialised. Apparently "break week" translates to "No classes so you can get your assignments done".
Anyway, the october theme is "Numbers", which doesn't really inspire much interest out of me. Numbers are interesting to me, but rarely in ways that would translate well to a game. I mean... if someone really wanted to do maths, they'd be doing it already and I don't have time to make a game that makes them want to.
So moving away from games about doing maths, I decided the internet really doesn't need a game version of the ever present question "How many 5 year olds could you take on?" so I decided it was a good idea. Then I decided I once again don't have time, because it's nearing the end of semester.
Anyway, the october theme is "Numbers", which doesn't really inspire much interest out of me. Numbers are interesting to me, but rarely in ways that would translate well to a game. I mean... if someone really wanted to do maths, they'd be doing it already and I don't have time to make a game that makes them want to.
So moving away from games about doing maths, I decided the internet really doesn't need a game version of the ever present question "How many 5 year olds could you take on?" so I decided it was a good idea. Then I decided I once again don't have time, because it's nearing the end of semester.
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