March 2012
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It Will Be A Neon Galaxy Demo
Eh, no sense being coy about it. Various recent events in my life have suggested to me that I should get off my butt and make this happen already, so sometime in the next few days — probably during the weekend — I’ll be uploading a six-level pre-alpha demo of Neon Galaxy. I’ve got a short list of things to fix, mostly usability improvements, and then I’ll kick this...
February 2012
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PLEASE STAND BY
Something good will be appearing at this location very shortly! Can YOU guess what it is??
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Oh hey I should update this.
I figured out that I can’t implement any more stuff on spec in the space game. Before it goes any farther, I’m going to have to design it so I know what to implement and how it should feel. And that means proper design, like “here are all the ships and weapons.” While I’m thinking about that issue I’ll be working on other game projects. So… yeah,...
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January 2012
9 posts
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December 2011
10 posts
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November 2011
11 posts
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Back at it, then.
I’ve written up a few notes for A. Cyborg, solidifying what would be the plot and characters if it was ever turned into an actual game. But for now I think I need something where I don’t need to worry about basic issues of where the game’s going, so it’s back to Neon Galaxy for a bit. Tonight I just did a few simple things — fixing a longstanding glitch in one of the...
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Don't ask me, I just work here!
Since I haven’t yet settled on a practical concept that would make good use of the landscape engine, I suppose I should either work on Neon Galaxy or A. Cyborg some more. Neon Galaxy needs the third level set fleshed out and the fourth set balanced, it needs the boss fight to be cleaned up, it needs an ending sequence, and various front-end menus have to be filled out. Plus I want to do a...
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Microscopic Update
Just in case the two or three people who read this blog were curious about the pause: I’ve been spending most of my indie-game-creating time coming up with designs for Air. And then throwing them away afterwards because they’re clearly way too ambitious to execute. The rest of my time was spent playing Saints Row 3.
Further bulletins as events warrant!
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October 2011
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On There Not Being A Game →
Interesting mini-interview at that link with one of the guys at Introversion Software (Darwinia, Uplink, Defcon) about why they bailed on Subversion, their latest project. The executive summary: they made an amazing engine and kept on refining it and refining it in the hope that at some point they would find a game in there, and they never did. This hits rather close to home, as I’ve been...
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Let's Fly Around And Shoot Things
Okay, I got a few gripes with Ace Combat: Assault Horizon.
1. One of the early missions is THAT MISSION. You know the one: your jackass wingman wanders off on his own and you have to save his life or else the mission automatically fails for some reason, because we all know that a single fighter getting shot down will lose a war. My instant reaction to a mission like that is to want to shoot down...
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There, I Fixed It
OK, the needed frameworks are now distributed with the application. (Yeah, “statically linking” is apparently the complete wrong way to think about it on OSX.) It’s hardly been done in the optimal fashion, which would require more time than I have just at the moment to set up, but A. CYBORG should now run properly on machines that don’t have SDL already installed. Again,...
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Important Service Announcement
Oh wow, I guess I should have statically linked the A. CYBORG executable, huh? You can download and install the SDL and SDL_Mixer frameworks to make it go if you want, or just wait for me to upload a fixed version tonight.
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IT'S THE FINAL COUNTDOWN
6 hours’ work left on my Experimental Gameplay Project title. The player can now successfully slice apart enemies, but the newly created geometry isn’t correct yet. Also fixed a crash caused by carelessly allowing the same enemy to be targeted twice. At this point I’m hoping I can add a) some sort of explosion effect, b) player lose health/game over from hitting stuff, and c)...
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Briefer A. Cyborg Update
6 days’ work down. The logic for slicing the enemy sprites in half is actually pretty annoying.
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Brief A. Cyborg Update
Brief update for 5.5 days: The slicing mechanism is now in, although the code is grotesquely unsustainable. It needs destruction effects for the enemies, still. Also, though collisions between the player and enemy bullets are detected, they don’t do anything; that has to be implemented too. Then some sound effects and that ought to be that. New screenshot once I’ve got proper...
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