Archive for December, 2010
Better Grids
Camera is now aligned looking straight down, and to make reading the scenery better. Until I add textures and lighting, I’ve added better grid lines. What made this tricky though is I had to calculate the line segments from geometry optimized as triangle strips, and I’m not allowed to use glBegin and glEnd.

Heh, I usually write 2D games. Not used to having so many triangles. 8000 per terrian somehow feels wasteful.
Yes, progress isn’t very fast, but everything I do this weekend I’m taking with me in to the next year.
Perrin’s Progress #3
So here’s how my game is looking at the moment:
Still a lot of work to go. The ship hasn’t been fully textured yet (what’s there at the momoent is mostly temporary stuff) and the puzzle logic still not in either. However I think I’m on schedule as I always planned to do this as a 3 day jam game.
btw The game is essentially a 3D adventure game aboard a space ship.
Discover the name could be Discover the way!
Well, I have an idea, finally… it is basic but in my head it seems to be playable and fun!.
The concept is, you control a ball which is over a board. You have to make the ball reach some part of the board through a hidden safe way that you must discover. The board is composed by blocks, some of them will begin to fall apart when touched by the ball, you have to move the ball away before is too late!!
I have not too much ready yet, but I believe it could be fun, here is the latest version (very incomplete and very unstable, so it could be not working right now).
I am recording a time lapse too, if I finish the game in time for the compo, I will upload it to youtube or something.
Bytes.
ZzzZZz
A profiler is extremely helpful when trying to figure out why you’re game lags. It turned out that all the collision checking done every frame was a huge bottleneck. And actually, most of the checking was unnecessary (do I really have to check if two wall instances collide with each other?).
Anyways, I’m mostly done with the mechanics (which really aren’t that complicated). I’ll add some more gameplay elements and submit the game with at least one completely level hopefully. But first, I need to catch some shuteye.
Nameless Island – Beta
Sunday, December 19th, 2010 10:49 amSo for anyone wanting to try out Nameless Island before I put in all the art and pretty stuff, you can get it here.
Time to make what I have into pure awesome.
The final hurdle…
… porting to Not Linux.
I think it’s going to work on Mac OS (about to reboot and find out) but for reasons unknown, the startscreen worked in windows, but as soon as I clicked to play, the fan whirred up and soon enough my game was “Not Responding”….
Of course, my game should be playable by anyone who already has love2d installed — and I shall link soon, just as soon as I’m sure this works on Mac Os…
It looks better in motion
Back from work, and the loading screen’s in and I’ve added a bit more polish to a couple of bits that needed it. A loading screen screenshot:
It’s looking like I might even have time to build the Linux and OSX versions before the deadline, which would be a first for me.
Getting on to some art
I managed to get some nice planet generation going – colours are set randomly (as is size) and the SPACEBRICK has a real mesh!

Based on feedback I’ve tried to make the brick easier to control – you will be able to get upgrades for speed and various other things (that’s next on the todo list!) but for now it’s just WASD or the arrow keys to SMASH THINGS. Also, the “spacewindows” pointed to by arrows around the place lead to other planets.
Some screenshots at last
Or rather, one screenshot:
Yeah, not much at the moment. The yellow line is where the torchlight is being shone. The red line is a gunshot (when the player clicks). The edge of the circle you can see is is just a generic spherical obstacle.
Next: Cattle and their respective AI (yes, this is a game about shooting cows in pitch darkness)
ARRRRGGGGGGGG
Soooo, I woke up yesterday morning and my power went out for 8 hours. I’ve been working since I got power back, and I just now got internet back (16 hours after the power was restored…).
I dunno if I’ll be able to finish, I had some pretty grandiose plans, but I’m gonna get as close as possible.
All because of one puny little tree:
Oh, and a screenshot:
PIZZA TIME :D
Sunday, December 19th, 2010 10:20 amRedone the whole engine…..
coder.motivation += pizza;
Game Loop!
Sunday, December 19th, 2010 10:12 amI only have one level in place, and watching my girlfriend play through it demonstrated that it is deeply confusing, but oh well, here is a build.
osx only so far, sorry about that.

In fact, still got about 8 hours left
I’ll see if I can crank out an update or two. Maybe I’ll add a boss enemy for the final level or something. I’m allowed to add to my entry before time runs out right?
Unfathomed – Complete
I just completed my first Ludum Dare entry. It took around 10 hours of work and I am happy that I managed to make something entertaining in such a short time. I’m not sure exactly how entertaining other people will find it, but I enjoyed making it and actually enjoy playing it.
Here is a screenshot:
The basic plot is a rescue mission – find a colleague who hasn’t returned from their last mission – but there is a lot of ocean to explore and cool things to discover. I threw in some rare creatures to find and a secret area to uncover. I hope people play it so I can get some feedback.
Now I’m looking forward to playing everyone elses games. Good luck everyone still going.
Progess!
Jetpack bear is angry with you!
I unfortunately did not get any progress done last night. I started a book at 10pm and after finishing I looked up to see that it was 2am. Oh well.
Another thing the makes me sad and happy at the same time is that I have a family Christmas party to engorge myself at in about 2 hours.
Everything is mostly working in JB though, so its a matter of putting it into a game-like form.














