Doing way too many things at once O.o
SprintZ (as everyone/everything) -- working on coding (TPP "platrofmer")
Stormwave (as writer) -- writing branches from a seed story
Lyco Stories (as writer) -- waiting for my story to get coded by the programmist
And a few more. Plus full time job. I'm so socially dead T_T
What are you working on?
Disclaimer: Each my post is intended as an attempt of helping and/or brining some meaningfull insight to the topic at hand. Due to my nature, my good intentions will not always be plainly visible. I apologise in advance and assure I mean no harm and do not intend to insult anyone, unless stated otherwise
Homepage (Under Construction)
Check my profile for funny D&D/WH FRP quotes :)
Homepage (Under Construction)
Check my profile for funny D&D/WH FRP quotes :)
[quote name='Endurion' timestamp='1306095057' post='4814332']
Working on a C64 game (more details in my journal). I'm currently on step 40 and I have no idea how many more are going to come.
[attachment=2401:supernatural_shot.png]
Very cool, have you made any progress on this?
[/quote]
It's a ongoing work. I've had a very talented graphician make new sprites and charset and am currently putting the new stuff in.
Fruny: Ftagn! Ia! Ia! std::time_put_byname! Mglui naflftagn std::codecvt eY'ha-nthlei!,char,mbstate_t>
I am currently working on a casual puzzler based in a firework factory where crates have to be kept in motion on conveyor belts. Destroying the crates results in particle based explosions, the particles being destructive to other crates which can cause recursive mayhem.
I am currently hampered by my inability to find an artist or musican, though although the gameplay is practically complete...
Screenshots below.
I am currently hampered by my inability to find an artist or musican, though although the gameplay is practically complete...
Screenshots below.
Games/Projects Currently In Development:
Discord RPG Bot | D++ - The Lightweight C++ Discord API Library | TriviaBot Discord Trivia Bot
I had a few weeks off earlier this summer and, while looking for something to do, stumbled across the PlanetCute prototype art assets. I liked the look of them and was able to produce some nice-looking alternative versions with some fiddling, so I decided to take them and push them to their limit.
The result is a pretty cool terrain and map system that I really want to use to produce a high-quality game when I get the time next semester. The terrain is randomly generated, and the generation algorithms are exposed in Ruby scripts, so the end-user has total control over how the terrain is produced. It features a generation pipeline where the terrain dataset is operated on by a sequence of operators, each implemented in a Ruby script. The current algorithms are fairly innovative: noise comes from a randomized plasma fractal; mountainous and flat regions are produced using a Voronoi tesselation; and water and sediment are propagated using a cellular automaton simulating thermal erosion.
What you can't see in the pictures below is that the terrain has over 15 million blocks, the trees sway in the wind and their leaves rustle, the grass waves in the wind, and the water is fully animated using a neat effect that I've never seen before where the individual blocks move up and down to produce actual physical waves. There's some basic and high-performance shadowing going on as well, and leaves blow off of trees and pass over the terrain in the wind. A feature that is partially implemented and is not shown here is sheets of rain simulated with basic fluid dynamics rushing across the screen and whipping around trees.
As for what I'm actually working on right now, I'm doing research in mathematics involving transferring de Rham cohomology and basic Hodge theory to fractals like the Sierpinski gasket which lack a manifold structure.
The result is a pretty cool terrain and map system that I really want to use to produce a high-quality game when I get the time next semester. The terrain is randomly generated, and the generation algorithms are exposed in Ruby scripts, so the end-user has total control over how the terrain is produced. It features a generation pipeline where the terrain dataset is operated on by a sequence of operators, each implemented in a Ruby script. The current algorithms are fairly innovative: noise comes from a randomized plasma fractal; mountainous and flat regions are produced using a Voronoi tesselation; and water and sediment are propagated using a cellular automaton simulating thermal erosion.
What you can't see in the pictures below is that the terrain has over 15 million blocks, the trees sway in the wind and their leaves rustle, the grass waves in the wind, and the water is fully animated using a neat effect that I've never seen before where the individual blocks move up and down to produce actual physical waves. There's some basic and high-performance shadowing going on as well, and leaves blow off of trees and pass over the terrain in the wind. A feature that is partially implemented and is not shown here is sheets of rain simulated with basic fluid dynamics rushing across the screen and whipping around trees.
As for what I'm actually working on right now, I'm doing research in mathematics involving transferring de Rham cohomology and basic Hodge theory to fractals like the Sierpinski gasket which lack a manifold structure.
Heres a game I started last week, Its practically finished now. Just need to do the finishing touches & expand on things eg more levels & play test.
Im itching to start on my next game. Gonna be an arcade game like rubiks cube but the aim is to make the cube disappear (actually theres not much in common with rubicks cube, hmmm)
Wielder of the Sacred Wands
[Work - ArenaNet] [Epoch Language] [Scribblings]
Nice work Endurion! :-)
I'm working on an isometric medieval game called Medieval Story, solo project.
I'm working on an isometric medieval game called Medieval Story, solo project.
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