I am currently working on combat stats. I've worked on them before, but never really fleshed out a system I've been satisfied with. For the most part, I've gotten by with half-assed, or at best three-fourths-assed systems that always kinda change as my requirements change, but with no clear stru…
A lot of years ago, I witnessed a fascinating exchange between three drunk college students of my acquaintance. The setting was a bonfire kegger in the hills, the setup was a masculine test of bravado and toughness, and the payload was funny as hell. These three fellows (who were all so drunk, t…
Been working some more on the editor. I've implemented the ability to tweak the lighting parameters of the level, including the Front (main) light color/brightness, the Back light color and brightness, as well as ambient and fog colors. A couple sliders allow me to control the fog distance and a…
Been awhile since I updated, but I haven't been idle. Mostly, anyway. The usual hindrances to my development time apply, of course, but I have made some progress.
My big project lately has been to repurpose my terrain editor to build a level editor for Read more in /* Why you crying? */
I've just come off a several-months-long jag of playing Path of Exile. PoE has influenced the (sporadic) development I've done through that time on Goblinson Crusoe by a great deal. While GC is turn-based, it shares a lot of the same DNA as PoE, specifically in the influence of Diablo and Diablo…
Thinking about doing the latest gamedev challenge, assuming I can find the time. PacTank will rise. Maybe.
I've created a project page for the U3DTerrainEditor I have been working on. Project now includes a downloadable Windows binary so you can try it out. Warning: rough code ahead. It's still a pretty unpolished project, but you can do some cool stuff with it regardless.
Your first terrain:
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Following along from the previous post about the node graphs, I have lately pulled the node graph stuff out and have started work also on a standalone editor for noise functions. https://github.com/JTippetts/ANLEditor
The editor uses the node graph functionality, along with an output node th…
I've been working on the node graph editor for noise functions in the context of the Urho3D-based Terrain Editor I have been working on. It's a thing that I work on every so often, when I'm not working on Goblinson Crusoe or when I don't have a whole lot of other things going on. Lately, it's be…
So the last couple days I've been working on something that I've wanted to do for a long time now.
I've been building it as part of a terrain editor I've been working on. It's still mostly uncomplete, but so far you can create nodes, drag links to link/unlink them, then output them to a …