Here I've added MAGIC PORTALS!
The player can see through the portal into the other location, and they can also jump through themself.
I am still developing the actual ideas of what to do with my portals in the game. Yet to be finalised! But these are just test ones for now!
Wednesday, December 27, 2017
Sunday, December 24, 2017
Lofi Epic - Dev Log #2 - Guards, Animals, Banners, Portals
Here I've added...
- Some GUARDS with basic detection AI. (They detect you based on whether you're standing in the light.)
- Some ANIMALS with basic ecology AI (they get hungry and thirsty, and go to eat and drink as needed. They flee from you if they detect you).
- Added CLOTH BANNERS that blow in the wind.
- A basic DAY/NIGHT CYCLE.
- I wrote my own cross-platform CUSTOM PLAYER CONTROLLER. I'm using InControl so I can support Windows, Xbox One, PS4, etc. It has support for keyboard/mouse, or gamepad.
Thursday, November 30, 2017
Lofi Epic - Dev Log #1 - Map Blockout
This is a prototype I'm building, which might become my next released game.
It's working project title is "Lofi Epic", because I want it to feel epic and meaningful, to have a resonant story with a good start, middle and end, but to be able top produce it as a lone developer, it has to be lofi!
Here I've blocked out the map for the game in very rough terms.
It's working project title is "Lofi Epic", because I want it to feel epic and meaningful, to have a resonant story with a good start, middle and end, but to be able top produce it as a lone developer, it has to be lofi!
Here I've blocked out the map for the game in very rough terms.
Tuesday, November 21, 2017
Lofi Epic - Dev Log #0 - Map Foundations
This is a glimpse of the first steps of putting together my Lofi Epic prototype.
I started by blocking out the map based on an old piece I did in high school in 1995!
I always intended this map to be fuel for a game, or a book (or even a movie or TV show).
So here goes!
My concept for this game is for it to be an "immersive adventure game", taking a lot from the immersive sim genre, but also from adventure games such as King's Quest 3!
Follow along to see the progress.
I started by blocking out the map based on an old piece I did in high school in 1995!
I always intended this map to be fuel for a game, or a book (or even a movie or TV show).
So here goes!
My concept for this game is for it to be an "immersive adventure game", taking a lot from the immersive sim genre, but also from adventure games such as King's Quest 3!
Follow along to see the progress.
Sunday, November 19, 2017
Werewolf in the Wild - Development Oddments
Saturday, September 16, 2017
Ecology - Dev Video #2
Ecology - Dev Video #2
Here I've added a basic day-night cycle, and some more different types of animals.
Here I've added a basic day-night cycle, and some more different types of animals.
Wednesday, September 13, 2017
Ecology - Dev Video #1 - Stags eating, drinking, resting, fleeing
Here's a new project I'm working on, developing some code skills, and ideas around an ecology simulation.
I think that some of the central elements of the type of games I like are simulation and immersion (hence why I like immersive sims!)... :D
I've been thinking about a game with an ecology that runs on its own, such as a wilderness in nature, or a medieval town with people buzzing around and getting on with their lives.
I made a start on the weekend, and made a little island with stags milling around, eating, drinking, and fleeing if they detect the player.
I like the idea of building layers of complexity, where the entities in the world make sense and behave logically, and with enough different elements at play, they begin to show interesting emergent behaviours.
Screenshots
I've been thinking about a game with an ecology that runs on its own, such as a wilderness in nature, or a medieval town with people buzzing around and getting on with their lives.
I made a start on the weekend, and made a little island with stags milling around, eating, drinking, and fleeing if they detect the player.
I like the idea of building layers of complexity, where the entities in the world make sense and behave logically, and with enough different elements at play, they begin to show interesting emergent behaviours.
Screenshots
Tuesday, June 20, 2017
Steam VR - HTC Vive - Prototype Development - Thiefy Adventurer #012
Some progress on my VR project featuring an adventurous thief, visiting ancient lost places of the world, in search for loot, info, and of course adventure!
I want to build more atmosphere, and add some more physics based puzzles, as well as ignitable torches and candles.
I want to build more atmosphere, and add some more physics based puzzles, as well as ignitable torches and candles.
Wednesday, May 31, 2017
Crafts: Leather Bag
A bit off topic, but I wanted to post a little craft project...
I made a leather bag which fits my daily toys and tools, including my HP Spectre X2 laptop (which doesn't fit in my smaller leather bag), and an iPad Mini, A5 clipboard, wallet, keys, etc.
I'm very happy with how it came out!
Monday, April 10, 2017
Human Computer Interface: Verbs, Language, Concepts
I miss text parser games.
I feel they evoked so much of the imagination, as really anything could potentially happen.
Yes, in reality, when you typed things in, the game would often respond "I do not understand that."
And this was a weakness and frustration of the games, but really more of a weakness of the design and implementation of that specific game, not the text parser interface in itself.
I hope text parser (or at least human language) interfaces make more of a comeback in future.
I feel they evoked so much of the imagination, as really anything could potentially happen.
Yes, in reality, when you typed things in, the game would often respond "I do not understand that."
And this was a weakness and frustration of the games, but really more of a weakness of the design and implementation of that specific game, not the text parser interface in itself.
I hope text parser (or at least human language) interfaces make more of a comeback in future.
Sunday, April 2, 2017
Working on a very b-grade trailer for B-Grade Renegade
I've been working on a trailer for B-Grade Renegade...
Having tons of fun making dodgy effects and over the top scenarios!
Here we see a guest-test-hero, Samulon of Earthulon, zooming across the wastelands in a stolen green auto.
A dread eyeball spots Foxy's hot-rod and gives chase, but Foxy is too fast for this freak of nature!
Having tons of fun making dodgy effects and over the top scenarios!
Here we see a guest-test-hero, Samulon of Earthulon, zooming across the wastelands in a stolen green auto.
A dread eyeball spots Foxy's hot-rod and gives chase, but Foxy is too fast for this freak of nature!
Monday, March 27, 2017
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