What projects are you currently working on?
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Re: What projects are you currently working on?
Well most peoples from this forum know but I'll post what I'm doing lately
I'm currently working on a game engine for a The Eternal Quest which is a 2D RPG.
Its written in C++ with SDL and OpenGL and uses lua for scripting.
I'm currently working on a game engine for a The Eternal Quest which is a 2D RPG.
Its written in C++ with SDL and OpenGL and uses lua for scripting.
Last edited by N64vSNES on Thu Jun 04, 2015 6:04 am, edited 1 time in total.
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Re: What projects are you currently working on?
Any comments or questions would be appreciated!
Re: What projects are you currently working on?
this looks really cooljoe van sickle wrote:Any comments or questions would be appreciated!
are you making this ? how many people are working on it.
i would love to hear more about this project. would you be able to share any other information or videos. maybe make a new thread about it. i would like to follow the progress of this
- cypher1554R
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Re: What projects are you currently working on?
I'm deeply impressed.joe van sickle wrote:Any comments or questions would be appreciated!
Same questions that guy above asked^
- GroundUpEngine
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Re: What projects are you currently working on?
+1cypher1554R wrote:I'm deeply impressed.joe van sickle wrote:Any comments or questions would be appreciated!
Same questions that guy above asked^
k1net1k wrote:are you making this ? how many people are working on it.
From the video it says "he did programming and art" and "Engine from scratch" but also says, looking for "dedicated artist to help"
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Re: What projects are you currently working on?
Very cool - love the look of the engine. Hope to see more!
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Re: What projects are you currently working on?
I'm impressed :D This looks really cool, I havn't tried 3D at all...
My favorite thing is the shadows xD
My favorite thing is the shadows xD
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Re: What projects are you currently working on?
Workin on a modification for Amnesia: The Dark Descent (so fun)
Working on a SC2 Replay uploading/viewing/sharing system
Working on a SC2 Replay uploading/viewing/sharing system
StarCraft II Zerg Strategy, open to all levels of players!
Looking for paid work :< Contact me if you are interested in creating a website, need a web design, or anything else you think I'm capable of
Looking for paid work :< Contact me if you are interested in creating a website, need a web design, or anything else you think I'm capable of
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Re: What projects are you currently working on?
I played this game while I was alone at home, and yeah, I kinda just stopped playing it
Follow me on twitter!
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Re: What projects are you currently working on?
Hey guys,
First off thanks for the interest/feedback - I get very little..
In case there was any confusion. I am the one making it, I did all the programming and all the art (meshes/textures) for it and the engine is "from scratch". *trying very hard not to sound cocky*
I first started to work on Viv Online June 2ed 2010. Iv been trying to make games since 6th grade (started with visual basic) and I often find myself wiping everything and going back to the drawing board. Big story short my goal/aspiration is to make a game that is a mix of d@d and 2d Zelda games with a small player base (around 120 players on at a time. soooo.. orpg + fps) the vid above is my current attempt. The game will have a "surface" and an "underdark/underworld". Both of them will have a set of 2 races (to start with), the surface will have humans and dwarfs, the underdark will have drow and kobolds. I will move this up to 4-5ish races each if I get that far. The two sides are hostile. I plan to set it up so that the game is a "pure rp" game - a game in which you act/do/say what you think your character would. This I feel adds meaning to player interaction and player vs. player encounters, and quite a bit to the immersiveness of the world. Immersiveness and elegance are two factors I try take into account when doing anything for the game. Immersiveness breaks down into adventure/action, beauty/fps, real/fantasy, customization/simplicity (for me anyway). Oh and i want the game to be ages 15ish+.
Anywho hope I answered some basic questions any of you had. Some screenshots can be found here. They are 1-2 months old, and show what I started with and what I have now (sorta kinda). Don't have anything else on the web other then that. I think I'll be posting little progress vids to youtube from now on (this might keep me focused).
Thanks,
-Joe
First off thanks for the interest/feedback - I get very little..
In case there was any confusion. I am the one making it, I did all the programming and all the art (meshes/textures) for it and the engine is "from scratch". *trying very hard not to sound cocky*
I first started to work on Viv Online June 2ed 2010. Iv been trying to make games since 6th grade (started with visual basic) and I often find myself wiping everything and going back to the drawing board. Big story short my goal/aspiration is to make a game that is a mix of d@d and 2d Zelda games with a small player base (around 120 players on at a time. soooo.. orpg + fps) the vid above is my current attempt. The game will have a "surface" and an "underdark/underworld". Both of them will have a set of 2 races (to start with), the surface will have humans and dwarfs, the underdark will have drow and kobolds. I will move this up to 4-5ish races each if I get that far. The two sides are hostile. I plan to set it up so that the game is a "pure rp" game - a game in which you act/do/say what you think your character would. This I feel adds meaning to player interaction and player vs. player encounters, and quite a bit to the immersiveness of the world. Immersiveness and elegance are two factors I try take into account when doing anything for the game. Immersiveness breaks down into adventure/action, beauty/fps, real/fantasy, customization/simplicity (for me anyway). Oh and i want the game to be ages 15ish+.
Anywho hope I answered some basic questions any of you had. Some screenshots can be found here. They are 1-2 months old, and show what I started with and what I have now (sorta kinda). Don't have anything else on the web other then that. I think I'll be posting little progress vids to youtube from now on (this might keep me focused).
Thanks,
-Joe
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Re: What projects are you currently working on?
Hey Joe,
I think you've taken a really cool direction with focusing on a good engine and basic toolset to get you started (since your ambition is clearly quite high). I think it's best to start simple and build up. It's far too easy to get carried away with extra features before the "meat and potatoes" are done (I think I'm really starting to learn the value of iterative planning/builds - get something working then expand on it). Feel free to start a thread and talk about it (especially the nitty gritty details of the engine - you'll find a lot of people who are interested in that kind of stuff here).
I think you've taken a really cool direction with focusing on a good engine and basic toolset to get you started (since your ambition is clearly quite high). I think it's best to start simple and build up. It's far too easy to get carried away with extra features before the "meat and potatoes" are done (I think I'm really starting to learn the value of iterative planning/builds - get something working then expand on it). Feel free to start a thread and talk about it (especially the nitty gritty details of the engine - you'll find a lot of people who are interested in that kind of stuff here).
Re: What projects are you currently working on?
Amen :DEccentricDuck wrote:Hey Joe,
I think you've taken a really cool direction with focusing on a good engine and basic toolset to get you started (since your ambition is clearly quite high). I think it's best to start simple and build up. It's far too easy to get carried away with extra features before the "meat and potatoes" are done (I think I'm really starting to learn the value of iterative planning/builds - get something working then expand on it). Feel free to start a thread and talk about it (especially the nitty gritty details of the engine - you'll find a lot of people who are interested in that kind of stuff here).
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Re: What projects are you currently working on?
+1eatcomics wrote:Amen :DEccentricDuck wrote:Hey Joe,
I think you've taken a really cool direction with focusing on a good engine and basic toolset to get you started (since your ambition is clearly quite high). I think it's best to start simple and build up. It's far too easy to get carried away with extra features before the "meat and potatoes" are done (I think I'm really starting to learn the value of iterative planning/builds - get something working then expand on it). Feel free to start a thread and talk about it (especially the nitty gritty details of the engine - you'll find a lot of people who are interested in that kind of stuff here).
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Re: What projects are you currently working on?
I just finished college. I have two weeks until my career takes off. IT IS GO TIME. I will be coding non-stop for days. I am currently revamping the CYBORUS Game Engine. It currently lives in spirit across multiple projects, but it is a mess, and it needs lots of help. The primary objective of this revamp is to update the engine code to the latest version and then pool that code into a separate folder. Right now, that engine code is messily integrated with the various projects at varying degrees. By forcing the core into a separate folder, it'll be easier to update the engine across projects. At the end of this brief revamp, all associated projects will take off! I am very excited.
Re: What projects are you currently working on?
FUCK YEAH, so am I! (excited that is)TheBuzzSaw wrote:I just finished college. I have two weeks until my career takes off. IT IS GO TIME. I will be coding non-stop for days. I am currently revamping the CYBORUS Game Engine. It currently lives in spirit across multiple projects, but it is a mess, and it needs lots of help. The primary objective of this revamp is to update the engine code to the latest version and then pool that code into a separate folder. Right now, that engine code is messily integrated with the various projects at varying degrees. By forcing the core into a separate folder, it'll be easier to update the engine across projects. At the end of this brief revamp, all associated projects will take off! I am very excited.
Been waiting for updates on it forever!