Showing posts with label indie dev. Show all posts
Showing posts with label indie dev. Show all posts

Saturday, November 2, 2013

Christmas Challenge - Day Three

So I skipped last night as I wasn't able to do much. I was actually out trick or treating with my girlfriend! So this morning I made up for it and here's the changelog:

- Added a level parser
- Worked on tiles
- Created a level class
- Other stuff

I really am trying to make the underlying framework flexible and concrete before I rush into the game, so for the next couple days I won't be adding anything too exciting!

Friday, November 1, 2013

Christmas Challenge - Day two in the morning

Just wanted to report my progress before I had to go out for the day! I've created the ability to load and use textures and spritesheets and I created a small texture shader. Now I have to think about some things because the code is starting to get more tricky!

Have a nice day!

Thursday, October 31, 2013

Christmas Challenge - Day One

So I finished off day one with almost nothing, but that's ok I have plenty of time! I won't spend a lot of time talking about it tonight since I barely did anything, but here's a changelog:

- Gameloop
- Finished shaderUtils
- Loading and using shaders
- Started on entities and mobs

That's it for 10/32/2013! Happy Halloween everyone, have a good rest of your night.

Christmas challenge - Creating a game from scratch

I decided I needed a little challenge in my programming life, so I'm going to create a game before Christmas for my girlfriend! She doesn't know yet, so don't tell her! What I want to do:

- Game created with my own code (no libraries) using only LWJGL
- Shader support (Will be my first time creating a game with shaders!)
- Advanced rendering techniques and possibly model loading if I need it
- It will be a 2D side scroller
- It'll be a game about a mystery, and you have to follow serial killers and solve crimes. But then you discover a twist in the plot, are the serial killers even real? Have you been making them up to cover for... yourself?

Its a short list, yes, but that's all I can think of now. I have less than two months to make a complete working game that will be good enough to impress my girlfriend, and I think I can do it!

Now I'm going to return to coding my shader loading class, I'll post my progress later.

Wednesday, October 30, 2013

Upcoming games

I have a few ideas for games, and now that I'm done with my voxel engine for now, I'm going to start working on them! First I have to get better at GLSL, and then I want to develop these games, in order for when I need to finish them:

- Something for my girlfriend 
Cant reveal anything about this yet, its a surprise ;)

- Fight 'Em All 
A generic horde style fight them all by yourself game with elements of building and surviving utilizing strategy and structures, excited about this because I think it will be the first game I actually complete after two years!

- Balanced Energy
A RTS game where you take control of a team of little particles that shoot up opposing teams. Dead particles then convert to the team they were killed by so there is always the same amount of players. I've been developing this game on and off since the end of the school year in 2012, also very excited about this because its an original idea!

- Voxel engine
Literally just a voxel engine; its been my goal to create one since I started programming. It most likely won't actually turn into a game, I just want to get the basics of it working because I'm so fascinated with the idea of voxels. I already have a little bit of the engine done, but I have to modernize it to support shaders and VBOs and matrices, which I'm not very excited about. I want to finish it someday, but I don't care when! 

- NEngine
Probably should be finished before the voxel engine, its my 2D OpenGL engine that will support fixed and programmable pipelines. The goals are to make it as flexible and simple to use as possible. I want it to basically be a wrapper engine for low level OpenGL functions, and also incorporate other functions like spritebatching and texture atlases. Pretty excited about this, but its going to take a long time as I've only just started to learn modern OpenGL.