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Special thanks

Earok.Net - Wed, 10/03/2010 - 08:16

Special thanks to Glen for using my DropBox referral link. Now we both get an extra 250mb of space in our accounts for free.

Any other takers?

Categories: Member Feed

WitchBlaster: Now on Mac

Earok.Net - Sun, 07/03/2010 - 21:41

The awesome Cobra Blade has generously supplied me with a Universal Binary compiled version of my Global Game Jam 2010 entry WitchBlaster, allowing play on both newer Intel Macs and older PPC ones.

This makes the second Mac game on my site after The Kiwi's Tale, and the first that can run on a PPC Mac. I'll see if Cobra is interested in making a Universal Binary of The Kiwi's Tale, but it might be quite tricky because of big/little endian issues.

Well, that's all I have to say, really. Download it here if you are interested.

Categories: Member Feed

March Game Developers Meetup

Auckland Game Dev Meetup Calendar - Thu, 25/02/2010 - 19:58

photoThe Auckland Game Development Meetup

Please bring $5 for pizza and drinks. Agenda: 6.00 Arrive 6.15 Showcase: Gaming projects and news happening locally. Ben Stevens from AUT University will talk about his thesis, academic game studies theories and his experimental game project. Erik Hogan will talk about the 'Game Developer Workshops' - a chance for developers to get together to work on their individual games together. Stephen Knightly will show the TVNZ Media7 show's piece reporting on the Global Game Jam 6.45 Desperately Seeking: Announcements about people looking for collaborators, advice or resources. 7.00 Pizza, networking, group discussions Please let Stephen know if you'd like to showcase your work, or if you are seeking something so we can help you out. The street-level doors lock about 6.15-6.30. If you are locked out, call Stephen on 0274 438 125.

Auckland - New Zealand

Wednesday, March 3 at 6:00 PM

Attending: 23

Details: http://gamedev.meetup.com/155/calendar/12703632/

Categories: Meetup

DropBox

Earok.Net - Mon, 22/02/2010 - 18:38

The best kind of backup is one you don't even have to think about. Dropbox is one of my favourite new applications because it facilitates that kind of backup.

Basically, it creates a folder on your computer which is automatically synchronised with a storage cloud. It's really that simple. However, it also offers:

  • Dropboxes can be synchronised between multiple computers.
  • Clients available for Windows, Mac, Linux and iPhone.
  • Files in your Dropbox can be downloaded from a web browser.
  • Version control, making it easy to roll back to earlier copies (The downside to this is I am now too lazy to set up Subversion repositories!).
  • Easy file sharing, each file saved in a public subfolder of your dropbox has a public link that can be shared.
  • Although there are multiple pricing options, the basic 2GB option is absolutely free.
  • EDIT - Entire folders can be shared with fellow DropBox users. Thanks @arran4 for reminding me.

 

I'll admit I have an ulterior motive for writing this post. If you use this link to sign up for a DropBox account, then both you and me get an additional 250mb of storage.

Categories: Member Feed

XNA

Earok.Net - Sun, 21/02/2010 - 20:38

Yikes, it has certainly been awhile since I last posted here.

Over the last couple of weeks or so I have been quietly tinkering with C# and the XNA framework. Today I finished the 2D tutorials from the Creators Club, and got some much needed tuition from some friends who are far more versed in C# than me. Now I am really starting to enjoy it, and I know this sounds incredibly fickle given my previous failures with C++/Ogre, Unity, UDK etc etc, but I think I may have finally found my migration path away from the Blitz family.

I think the reason why I am not struggling too much with XNA, whereas I never made much progress with either Unity or UDK, is that XNA is purely code. I struggle a bit with working in a 'wysiwyg' type environment and have better success when dealing with hard coded absolutes. (Even in some of my Blitz games I procedurally generated meshes in code that could have easily been made in a 3D modeller!)

I had to get myself an XBox 360 controller for Windows and got a real kick out of the Force Feedback function. I can't quite explain it, but after messing around in Game Development for over a decade there was something magical about having a piece of hardware move in response to a line of code I had written for the first time.

That said, I haven't liked everything about the XNA framework. I prefer things to be as simple as possible with the bare minimum number of lines used. About five lines of code are used in the tutorial for simply finding out whether or not a particular button had been tapped, in Blitz3D a simple 'keyhit()' function would have sufficed. Also apparently there isn't a built in solution to gimbal lock (Being able to rotate freely on all three axes) without using quaternions, which was one of the major reasons why I ditched DarkBasic for Blitz3D. And of course, it doesn't have a built in solution for heightmapped terrains, which I like to use for most of my games set outdoors.

So, I am quietly planning to build a library to resolve these issues, with the basic goal of bringing everything I love about Blitz3D toXNA. Other then that, my ideas for XNA projects include a port of Witchblaster (Just to get comfortable with the framework, though a silverlight port would be nice), a port of Blow Stuff Up, and ultimately a port of Derelict. Hopefully on the XBox Live Arcade!

Categories: Member Feed

The Global Game Jam 2010: Lessons learned

Earok.Net - Mon, 08/02/2010 - 21:51

This post is well overdue, in part because I've been very busy with work recently, but also because I'm actually having a real struggle writing down my thoughts about it!

So, this is what I learned at the 2010 Global Game Jam in Auckland.

 

The point of a Game Jam is to try something completely different

In the space of 48 hours, you can't possibly compete with the best games in any genre. So try to invent your own.

One thing that disappointed me about most of the entries New Zealanders entered this year that I have seen this year is that most of them could be slotted nicely into existing genre archetypes - The adventure, the platformer, the shoot-em-up, and so on.

Contrast with the Hamilton 2009 entries Poultry Temperature Manager (Keep Chickens alive by keeping them the right proximity from each other) Canyon Chums (Two player game where ice climbers attempt to escape a Canyon) and Wardance (Blend of missile command and breakout, with strategic elements thrown in for good measure). All of these games were interesting because the core gameplay mechanics were utterly unlike anything that had ever been made before.

I admit to being guilty here: Despite having some arguably inventive addons, WitchBlaster is really just a standard shooter (With multiple levels, waves, end bosses, start, end and gameover screens - just like my 09 entry). And I had a lot of fun just making a shooter - I haven't touched the Shooter genre since the early 00s. However, how much more interesting would the game have been, if, for instance, you couldn't shoot at all but had to rely on reflexes and interesting powerups to escape dangerous situations?

In future Game Jams, this will be my priorities list:

  1. Invent an interesting new mechanic that is unlike any game ever played before
  2. Create content that allows this mechanic to be explored from as many angles as possible
  3. Add as much polish as time will permit

 

Being in a larger team is not necessarily an advantage

(Note - Since I was practically a solo team, albeit with contributions from others, this is definitely biased!)

It stands to reason that games made in small or solo teams won't be as large or as polished as those made by larger teams. After all, larger teams have more man-hours up their sleeves and a more diverse selection of talent to bring to the project.

However, I also noticed that the games made by larger teams were often less complete then those made by smaller teams. In fact, to me it almost seemed that the completeness of a game at the end of the Game Jam was inversely proportional to the size of it's team. I'm guessing this is because:

  • Expectations proportional to the team size
  • The increased amount of communication (The number of communications channel in any project increases exponentially with each member)
  • Decreased focus (The vision is diluted by the number of people who have a say, democracy does not work in game development!)

As Josh noted in his blog post on the Global Game Jam, the optimal team size seemed to be about 2-3 people.

 

Be prepared for the worst

Version Control is not enough if you don't have another copy of your tools. I found myself in this exact situation when the RAM on my Laptop died, and of course, no other computer on site had BlitzMax.

Next time, I'll make sure that I can run all of my tools from an external HDD if need be.

 

Budget your time

On the last day, with several huge features left to be added and time rapidly running out, I started setting hour-long goals for the last remaining features I wanted to put in the game. Even though I didn't quite manage to stick to my schedule (No thanks to my Laptop RAM!) this really drove me to stay on track and make sure everything got made in time.


Well, I can't really think of anything else to write so.. goodnight!

Categories: Member Feed

Ace Attorney Investigations: Miles Edgeworth demo

Earok.Net - Tue, 02/02/2010 - 21:38

Capcom have released a demo flash version of their upcoming Ace Attorney Investigations: Miles Edgeworth game for Nintendo DS, due to be released in New Zealand in a matter of weeks.

You can play it right here infact:

Well, hope you enjoy!

Categories: Member Feed

The Global Game Jam 2010

Tiny Frog Software - Mon, 01/02/2010 - 21:18

This weekend I took part in the 48 Hour Global Game Jam – This year 138 locations around the world took part in the competition and within the 48 hour timeframe 967 games got made.

NINE-HUNDRED AND SIXTY SEVEN GAMES!!

Ok, so alot of them aren’t going to be very well polished and more than a few will probably downright suck. But it’s an awesome experience and a great chance to meet new people and to try something completely different. If you have even the slightest interest in making a video game, and even if you’ve never made one before you really owe it to yourself to give it a go next year.

Last time I participated in the Game Jam I produced the prototype for RoboFortress which I later remade without too many modifications in flash in order to place it on this website. My experience from last year was very different from this year. Last year I worked all by myself because I wanted to see if I could complete a game from start to finish all on my own. This year I decided to work on a team, which was very different. To tell the truth I think the optimal number of people on a team for this competition is 2 or 3 – Any more than that and you really need to have a dedicated producer who is responsible for managing the project and is final arbitor on any decisions that need to be made.

My team was quite large (5 people) and alot of time was spent just trying to communicate with each other. And sometimes it can be very hard to communicate an idea when you’ve had very little sleep and have been living off red bull and greasy takeaways.

Next year I think I would like to participate in a group of 2 or 3.

So what about the game we made?

Well, it was a point and click graphic adventure game and you can play it here (Plays in a browser – Silverlight plugin required.) The goal is to get onto the roof and find what awaits you. The original plan was far more complex let me assure you ;)

I’d never made a point and click adventure game before and I wanted to give it a go, which I suppose is what the Global Game Jam is all about.

I think I’d like to make a larger graphic adventure at some point, but now I know what I’d do differently.

PS: Please do not look at the code – It is a complete hack job :)

Categories: Member Feed

Global Game Jam: It's over

Earok.Net - Sun, 31/01/2010 - 19:30

Well, I'm tired, sweaty and smelly. My laptop is a little worse for wear, as one third of it's RAM died on me during the weekend at the worst possible moment.

But somehow, I made it! I have another experimental game to add to my body of work: WitchBlaster, a sidescrolling shoot-em-up with some timetravel and disguise mechanics.

You can download it from here. I also strongly recommend you check out Terror-Misu (Which was voted to have the best art of the Auckland entries) and Cakewalk 7000 (Which was voted to be the best overall game of all of the Auckland entries). The rest of the Auckland entries can be found here.

My game was voted to have the best sound direction of the Auckland entries - though that's only because of the brilliant chip-tune-esque tracks that were provided by Josh and Damien at Thinkt studios

I can't stay for long so I'll end my post here, but Witchblaster will be added to the site soon, and I'll post a much longer entry on my thoughts. Stay tuned.

Categories: Member Feed

Off to the Global Game Jam

Earok.Net - Fri, 29/01/2010 - 16:19

I'll be off to the Global Game Jam in just a few minutes. Unlike last year I won't be posting on the blog, but I will occasionally be posting on my twitter feed.

I will still be checking my email though, so you can reach me through the contact page if need be.

Categories: Member Feed

How not to make a fighting game

Earok.Net - Thu, 28/01/2010 - 21:46

I was planning to do a step by step list of everything that was wrong with Rise of the Robots, but I found I didn't need to after I stumbled upon a classic Amiga Power review of the game.

Hard to believe a game that sold a million copies across all platforms got a 5% review in what was once a major magazine.

Edit - They forgot to mention that unlike in Street Fighter, Mortal Kombat etc, all of the characters are deliberately unbalanced. This is because the difficulty progression is managed by making the enemies more powerful in order, rather then simply giving them better AI. What's worse is the effect this has on multiplayer - some of the bots Player 2 can choose will have a huge advantage, others a huge disadvantage.

Also, this trailer for Rise of the Robots is unintentionally hilarious.

Categories: Member Feed

First Global Game Jam Challenge entry

Earok.Net - Thu, 28/01/2010 - 12:58

Congratulations to Stephen Knightly (The designer of the Kiwi's Tale) for submitting proof of finishing two of the games on the site, as well as providing a game concept.

His idea is simply this:

Actually what I want is a game where the player can "jump back in time", taking with them their health, powerups, knowledge and then play alongside themselves maybe 30 seconds or 2 minutes earlier.   Sounds interesting, probably incredibly tricky to program, but there have been quite a few games across different genres that have done it (Braid, Blinx, Prometheus).   My current line of thinking is to do a bullet hell game, and if you die then you go back 30 seconds earlier in the level, but with your previous incarnation still in play. Basically, you play second player to yourself. I could even put in a twist where not allowing your old incarnation to die causes a time paradox and ends the game.   However, the challenge isn't over yet - If you can prove that you've beaten at least three of my games within the next 12 hours, then you can still win.   Edit - Calling off the challenge now, not likely to get another entry anyway, but it's only a few hours until the Global Game Jam and I have thought of what I think is a fairly solid concept for using Stephen's idea in a game.

Categories: Member Feed

Global Game Jam Challenge: Part III

Earok.Net - Wed, 27/01/2010 - 08:55

The Global Game Jam 2010 starts in New Zealand at about 5PM on Friday, which means the deadline for the challenge closes in barely two days.

If you've even finished one of my games for the challenge, then you had better flick through your screenshot and idea to secure your entry. If the challenge expires with no entries, then.. well, I'll just have to think of the idea when I get there.

Categories: Member Feed

February Game Developers Meetup

Auckland Game Dev Meetup Calendar - Fri, 22/01/2010 - 11:54

photoThe Auckland Game Development Meetup

Please bring $5 for pizza and soft-drink. Agenda: 6.00 Arrive 6.15 Showcase: Gaming projects and news happening locally. Richard Eilliot from Urban Voyage will present an exciting new vehicle project developed using Unity 3D. The project was developed for a training organisation and showcases some of Unity's advanced physics capabilities. This is the first of many projects Urban Voyage intends to develop using the Unity platform and they welcome your feedback. Global Game Jam debrief and round-up. We'll show some of our favourite games - local and international - made at the previous weekend's Global Game Jam, and debrief on what the event was like. (Places are still available if you'd like to register at www.playmaker.org.nz/gamejam). 6.45 Desperately Seeking: Announcements about people looking for collaborators, advice or resources. 7.00 Pizza, networking, group discussions Please let Stephen know if you'd like to showcase your work, or if you are seeking something so we can help you out. The street-level doors lock about 6.15-6.30. If you are locked out, call Stephen on 0274 438 125.

Auckland - New Zealand

Wednesday, February 3 at 6:00 PM

Attending: 7

Details: http://gamedev.meetup.com/155/calendar/12386623/

Categories: Meetup

Global Game Jam Challenge: Part II

Earok.Net - Tue, 19/01/2010 - 17:57

This is a follow up to the Global Game Jam Challenge post that I made.

Just to recap, I promised to make anyone's game idea for the Game Jam, within certain restrictions, if they managed to prove that they have finished Derelict, The Kiwi's Tale, Heart of Ice and Blow Stuff Up.

It's only a couple of weeks until the Game Jam and perhaps unsurprisingly, there haven't been any winners thus far. I think it's because:

   1. I haven't posted this anywhere other then this blog, or Twitter
   2. I don't exactly have a high readership - eight on Google Reader last time I checked
   3. I'm pretty certain most people who follow this site have worked on at least one of my games
   4. It's still a relatively big ask - even a skilled player could take more then five hours to beat the four games I listed.

So, in the hope of actually getting someone to win the challenge, I have decided to make the following rule changes.

Firstly, people who have worked on any of my games are no longer disqualified, provided that you don't use cheat codes or debug modes you know about to gain an unfair advantage.

Secondly, the winner will be the person who beat the most games before the end of the challenge, although anyone that beats all five of the games on my site (Firestart now counts as part of the challenge) will instantly become the winner.

Well, that's it. Good luck, and Godspeed!

Categories: Member Feed

Global Game Jam

Auckland Game Dev Meetup Calendar - Thu, 14/01/2010 - 16:13

photoThe Auckland Game Development Meetup

http://www.playmaker.... Create a Game in 48 Hours: The Global Game Jam 5pm Friday 29 Jan – 5pm Sunday 31 Jan What The Global Game Jam is a 48 hour event where video games developers and artists come together, form teams and rapidly develop a video game. It’s happening in over 120 locations around the world – starting with New Zealand – on the same weekend. It’s creative, it’s cooperative, it’s chaotic and it’s huge fun. At the start of the event participants are given a theme and some constraints and then dive straight in. With such a small time frame, the games tend to be innovative and experimental. Where In Auckland: Media Design School, Queen St, Auckland. Also at University of Waikato in Hamilton, University of Otago in Dunedin and 120 other locations around the world. When From 5pm Friday 29 January until 5pm Sunday 31 January (Auckland Anniversary holiday weekend). The event starts at 5pm in each timezone around the world, meaning New Zealand will be the first location in the world to kick-off. Who Anyone interested in video game development: programmers, artists (2D and 3D), designers, sound artists, musicians. You will be expected to already have some basic knowledge of game development (there will be no tutorials or teachers provided on the day), and a willingness to work in a team with people you don’t already know. The Auckland event is organised by the Auckland Game Developers Meetup and Playmaker, the Independent Game Developers Association of NZ. How It starts at 5pm on Friday with friendly introductions, followed by a run-through of the rules, the theme, and the constraints. Participants then quickly come up with ideas and pitch them to everyone else. Once everyone has formed or joined a team, the groups split up for further brainstorming around the idea, and reconvene in a shared workspace with the other teams to start development. The Media Design School has PCs available to use or you can bring your own laptop and software of choice. Finished games are handed in at 3pm on Sunday, after which everyone plays all the other games and votes for their favourite. The winners get kudos and bragging rights. All finished games will be uploaded to the Global Game Jam website for the world to see. Register now For more info and to register visit www.playmaker.org.nz/gamejam (You must register at the global site via this link, not on Meetup.com) Registration costs $20, which includes dinner on the Friday night and other refreshments.

Auckland - New Zealand

Friday, January 29 at 4:30 PM

Attending: 6

Details: http://gamedev.meetup.com/155/calendar/12315293/

Categories: Meetup

Thoughts on the freeware games site project

Earok.Net - Mon, 11/01/2010 - 21:50

I was having a talk with a friend the other week about my freeware games site idea. I think what he was trying to tell me was (You'll have to forgive me if I got it wrong!) was something along the lines of:

"Even if you did manage to build the website the way you imagined it, what would make it different to the rest?"

Which, is actually a really good point. In truth, my site would be no different to all of the other freeware sites out there, although hopefully it would have more content, flexibility and user interaction then most of the other ones. So what do I have to do to make it different?

He suggested that I should create a website centered around a certain niche, such as freeware Mac games or freeware RPG games, based on the idea that people are more likely to follow, or contribute to, a site focused solely on an area that they care about. Which I agree with, but there isn't a niche in freeware games that I care about enough to make an entire website about. However, I did come up with a compromise that I feel could work.

Leveraging the 'Organic Groups' contributed module for Drupal, I could give multiple different niches their own complete area of the site - With their own look, content contributors, moderators, news blog (Including RSS feed), forum, games library and so on.

There could be groups for virtually anything, such as by Platform (Mac, Linux freeware etc) Genre (RPG, FPS etc) or theme (Horror, Anime etc). There could even be a group called something like 'Gold class' which would be reserved for discussion of the very best freeware titles, or perhaps one called 'Old classics' which would be dedicated to formerly commercial games that have become freeware.

Each area of the site would be semi-autonomous in that it would be controlled by people that aren't actually involved with the running of the overall site. However, blog posts into each group could be syndicated to the front page, as well as posted in more then one section, for instance a post on a Mac RPG could be posted into both 'Mac' and 'RPGs'. There would still be the big library of games, but it wouldn't be the primary focus, just a useful tool.

So, now I have a new target to shoot for, one that's much higher but one that I think may result in a much more interesting and useful site.

Any feedback? I am particularly interested in hearing about what kinds of niches you would be interested in following or contributing to.

Categories: Member Feed

Favourite commercial games of the 00s

Earok.Net - Fri, 08/01/2010 - 19:28

Yikes! This is well overdue.

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  While I admit some of the games on the list certainly have not reached 90% on Metacritic, none the less they are the ten games released this decade that, for whatever reason, I have the fondest memories of.     10. Conker's Bad Fur Day (Platformer, N64)   The Nintendo 64's Swan Song is a hilariously deranged platformer. A story about a cuddly squirrel that is filled to the brim with sex, bad language and hardcore violence. Probably the closest we will ever get to a video game adaptation of 'Meet the Feebles'. The single player mode is excellent, but the various multiplayer modes provided many hours of carnage. Remade as "Conker: Live and reloaded" on XBox.   9. Mirror's Edge (First Person Shooter, PC/PS3/X360)   I picked this up for a bargain $5 US recently on Steam recently, and I was instantly hooked. Outstanding graphics, innovative gameplay and an incredible "Action movie" type feel instantly made this one of my favourite First Person Shooters.   8. Legend of Zelda: Twilight Princess (Action/Adventure, Wii)   While I felt it lacked the epic feel of the N64's Ocarina of Time, Twilight Princess was still a very worthy follow up. A brilliant fantasy adventure set in a vast world, with a huge variety of monsters, dungeons, bosses, environments, puzzles, characters and items. Horseback combat was a great addition to the series. I also think it is one of the few Wii titles out there that make decent use of the motion controllers.   7. Strong Bad's Cool Game for Attractive People (Adventure, PC/Wii)   I have been a die hard fan of Homestar Runner since not long after Trogdor was introduced to the world. So when it was announced Telltale were producing a series of adventure games based on the franchise, I flipped. The games themselves are great examples of the Adventure game genre, and feature enough obscure Homestar Runner and Pop Culture references to make them vital purchases for any Homestar Runner fan. Good on Telltale for keeping the Adventure game genre alive.   6. House of the Dead: Overkill (Action, Wii)   Horrifically offensive light gun game, with artistic inspiration from a certain Robert Rodriguez zombie flick. Holds the Guinness World Record for the number of F-Bombs dropped in a single video game. While the common criticism that the game is too easy is certainly accurate, it does not detract much from the fact that the game is downright hilarious to play with a mate in Multiplayer mode.   5. Oni (Action, PC/Mac/PS2)   A sadly underrated and ignored cyberpunk Action Adventure that seamlessly blends gunplay and martial arts. While the game certainly feels unpolished in many areas, even for 2001, it is an outstanding game if you can look past those faults.   4. Crimson Skies (Action/Flight Sim, PC)   A 'lite-sim' set in an alternative 1930's where Air Pirates rule the skies over a shattered America. Features intense aerial combat in customizable, "Hot Rod" type planes. Followed up several years later by an XBox sequel that unfortunately dumbed down the simplified flight model to the point of ridiculousness.   3. Super Smash Bros: Brawl (Fighting, Wii)   In the tradition of "Mario Kart" comes a fighting game based on characters from Nintendo, Sega and Konami games. As with every other entry in the series, the four player mode is made an incredibly chaotic experience by the huge variety of characters, weapons, items and stages. This is the ultimate incarnation of the franchise, not only offering the most content to date, but a level builder and the ability to play online.   2. Ace Attorney (Phoenix Wright) series (Adventure, GBA/DS)   A series of Japanese adventure games about a rookie Lawyer who fights to save his innocent clients from ruthless Prosecutors. Features compelling plots with unexpected twists, hilarity, tragedy, heart warming scenes, intense moments, bizarre situations and pop culture references. Four games are in the series, with a fifth due to be released in the West sometime soon.   1. Perfect Dark (First Person Shooter, N64)   While Perfect Dark is certainly an inferior game to it's predecessor Goldeneye, it is still a great first person shooter in single player, and an excellent one in multiplayer. The huge variety of multiplayer modes, from standard Co-Operative, innovative Counter-Operative (Player two controls the guards in the level) and a surprisingly flexible Death Match mode meant that me and my mates burned up many hours playing it during our High School years.

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Attack of the Meeplings on the iPhone

Tiny Frog Software - Thu, 07/01/2010 - 20:11

The last few days I’ve been playing around with XCode, OpenGL and objective-C on my new mini-mac (which had previously only been used to watch DVDs) with the intention of porting Attack of the Meeplings onto the iPhone.

aotm_iphone1

Above is a picture of my very unfinished port of the game running in the Apple iPhone Simulator.  I’m back at work on monday so I’m going to try to get as much done as possible over the next few days.

Hopefully it won’t be too long before I can get the game out.

I’m going to set an internal target date of March 31st 2010 to have it finished by, if only to help with motivating me to complete the project in a reasonable timeframe.

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Terrain in Derelict

Earok.Net - Mon, 04/01/2010 - 16:43

Derelict Planetrise

I have added basic terrain support to the 'Earok Engine' in order to develop the ShotGolf game, so I couldn't help but make a quick Derelict level with terrain in it.

It probably wouldn't be that hard to develop Derelict levels set on a planet now, as long as the parts with indoor areas etc were kept flat. Also, unless I do some fancy coding, Terrain won't affect pathfinding, which means that the marines would walk over a mountain instead of around if it was the most direct path!

Nothing much else to report, but I thought the screenie was kind of weird so I thought it might be worth posting.

Categories: Member Feed