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What Are You Working On

Started by March 19, 2015 01:56 AM
85 comments, last by walsh06 9 years, 9 months ago

I'm working on my engine/editor/SFK/whatever for my WIP 2D RPG called "Of Stranger Flames".

f79b1fa0df.png

I've also been playing around in Paint Shop Pro to mockup different environment lightings. These are conceptual (they aren't in-game):

c1948952f0.png

39680710d9.png

(the tree shadows are facing the wrong direction in this one. laugh.png)

I just shipped my first PS4/XBone game, using my rendering engine: http://www.22series.com/our-first-game-release-featuring-our-graphics-engine/
Am going to ship another game using our engine on PS4/Xbone/PS3/Xb360/Windows soon: http://store.steampowered.com/app/312930/


Congrats! It's nice to see that the Eighth Engine is getting put to good use.

It is a native driver to enable the Wii Remote as normal Gamepad, so you don't need something like GlovePIE.
Still in a very basic state only supporting the Core Buttons and Pitch-, Roll-Rotation. But i am working on Extension and IR support.


That's really cool. I was looking for a good Wiimote driver several years back and couldn't find one.

1. Spacerocks (for uni):

Graphics demo? I like the art style.

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I'm working on a Windows 3d puzzle game in DirectX 11.



Currently, I'm tidying up the internals before moving further with content, e.g. levels and graphics.

@Braindigitalis; looks like a fun game, might be addicting (more cubes, speed etc)

@Hodgman; do you have some shots or footage? Really curious here

I'm currently working on my 2nd game, first one using my own engine. It's a pacman clone with the option to switch between first person and top view ingame (at any wanted time). Beta release is planned beginning of april. Here's some images:

boohmenu_final1.jpg

pac_ghost1.jpg

pacman3d-proto2.jpg

Crealysm game & engine development: http://www.crealysm.com

Looking for a passionate, disciplined and structured producer? PM me

@cozzie that looks awesome, and fun. I bet it's hard in first person mode as it's hard enough to navigate a maze without the ghosts stalking you :)

Thanks for the compliment, it's my first proper attempt at a 3D game, having done a 2D version of it about 4 years ago but abandoning it when xna was declared a dead technology by MS.

Is there anywhere I can download a playable alpha of booh?

pac_ghost1.jpg

It's scaring me more than it's supposed to for some reason :(
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It's scaring me more than it's supposed to for some reason


That's exactly what I thought, and that's cool! :lol:

Well, moving from least specific to most specific/recent:

Thanks guys, this really motivates me for finishing beta (new levels mainly).

Here it is:

http://www.sierracosworth.nl/gamedev/2015-03-19%20Booh%20late%20alpha.zip

Crealysm game & engine development: http://www.crealysm.com

Looking for a passionate, disciplined and structured producer? PM me

I've been working on bits and pieces of a RogueLike inspired RPG.

I first worked on some procedural map generations, caves and caverns, just using ASCII to process and display the results:

caves_disconnected_zpsbxopckys.png

I used a 4-5 cellular automata algorithm to generate the caves. The numbers are just fill ins during post processing to track the bounding boxes for each of the caves. From the bounding boxes I find overlaps and create a graph based on the overlaps which I'll eventually use to connect the caves with tunnels/passages.

I'm currently working on a tunneling algorithm that opens a few points between caves then applies morphology operations to create the tunnel. Basically I run a few iterations of applying local erosions using randomly selected kernels (I have half a dozen of the common kernels and a handful of just some bizarre kernels to reduce repetitive features. I then follow that up with a couple dilations to clean things up. Here's an example tunnel (again in ASCII):

tunnel3_zpslsd8dres.png

I've also got a decent visibility algorithm in place. No more ASCII though:

visibility_example_zpstsqptsnj.png

I bought the Oryx Fantasy Sprite set for some visuals that weren't painful to look at. My own sprites were worse than ASCII in my own opinion.

The plan is to have some pre-generated rooms and areas as well, and for that I took the opportunity to work with Tiled and tinyxml to generate the maps and read them into the game. This isn't an example of one of the pre-generated rooms, just something I threw together in Tiled to work on the code:

tiled_example_zpseqhse4fa.png

It also shows the start of the character views. I'm just starting to pull all the individual pieces together. I'm not 100% happy with the tunneling algorithm, there's still some repetitiveness in it I'd like to eventually eliminate, but it's completely functional so next step is to use it to connect the caves, then I'll work on an Oryx view of the generated maps with visibility.

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