What projects are you currently working on?
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Re: What projects are you currently working on?
K-Bal you cheeky fellow, are you the one who posted his dev kit to /r/gaming not long ago?
Edit: Nope just eerily similar - http://i.imgur.com/xJ6i1Y8.jpg
Edit: Nope just eerily similar - http://i.imgur.com/xJ6i1Y8.jpg
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Re: What projects are you currently working on?
Making some tools for Android Development. Not sure EXACTLY what I am going to do with it yet, but made a map editor and a game object system built around components. Using LUA and Love2D but I really should consider switching to something else, because Love2D runs like ass on android.
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Re: What projects are you currently working on?
Devving a physics engine in C++ with this book. I'm going for a more data-driven esque approach, though, since I feel like I can thin out more code this way in the process.
It's going slow, but I'm nearly half-way there after a month or so's worth of work; I'm branching off and experimenting a bit with unit tests so I can have a crack at solving some problems I haven't yet encountered in the book.
I'm probably going to port it to D when I'm finished, and then just continue development for the rest of my game engine from there in D. Thankfully their C ABI support is pretty damn good, from what I understand, so interfacing with other C libraries shouldn't be an issue.
It's going slow, but I'm nearly half-way there after a month or so's worth of work; I'm branching off and experimenting a bit with unit tests so I can have a crack at solving some problems I haven't yet encountered in the book.
I'm probably going to port it to D when I'm finished, and then just continue development for the rest of my game engine from there in D. Thankfully their C ABI support is pretty damn good, from what I understand, so interfacing with other C libraries shouldn't be an issue.
I'm jelly. I've been curious about hacking on one of these myself; are they allowing low level C/C++ access in the SDK?K-Bal wrote:Only a picture:
- gamenovice
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Re: What projects are you currently working on?
I recently finished a prototype of a Negotiation RPG. Here's the video:
without code, we wouldnt have life as we know it...
- superLED
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Re: What projects are you currently working on?
Starting a new Android Game project. The "Symbol Sorter" game was a total let-down, and it's now abandoned.
My new game will be a "boss battle" style game... You'll know what I'm talking about when I upload the newest video.
Anyway, here's an intro for my project. Btw, just ignore the part where I show off one of the idea for the game. It won't be in the game.
I will make the intro more interesting in the next video. I'll add some text there, describing what that specific episode is about.
My new game will be a "boss battle" style game... You'll know what I'm talking about when I upload the newest video.
Anyway, here's an intro for my project. Btw, just ignore the part where I show off one of the idea for the game. It won't be in the game.
I will make the intro more interesting in the next video. I'll add some text there, describing what that specific episode is about.
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Re: What projects are you currently working on?
Currently I'm working on a game called Mondo.
Mondo is an action-arcade "high-score attack" type game where you have to reset nuclear reactors to prevent them from exploding while fighting off enemies who want to kill you. Also every 15 seconds your weapon changes.
The engine I wrote for it is a few months old but I just got the idea for the game a few weeks ago and I haven't been working on it regularly until a few days ago.
Links: @MondoTheGame on Twitter | IndieDB page
Mondo is an action-arcade "high-score attack" type game where you have to reset nuclear reactors to prevent them from exploding while fighting off enemies who want to kill you. Also every 15 seconds your weapon changes.
The engine I wrote for it is a few months old but I just got the idea for the game a few weeks ago and I haven't been working on it regularly until a few days ago.
Links: @MondoTheGame on Twitter | IndieDB page
"To buy, or not to buy -- just buy it."
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- superLED
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Re: What projects are you currently working on?
It looks like a really funny game!01100001q wrote:Currently I'm working on a game called Mondo.
Mondo is an action-arcade "high-score attack" type game where you have to reset nuclear reactors to prevent them from exploding while fighting off enemies who want to kill you. Also every 15 seconds your weapon changes.
The engine I wrote for it is a few months old but I just got the idea for the game a few weeks ago and I haven't been working on it regularly until a few days ago.
Links: @MondoTheGame on Twitter | IndieDB page
What are you going to work more on? I think it will turn out really great if you polished it up a bit and added some music :D
- AaronGlazer
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Re: What projects are you currently working on?
Currently I'm working on implementing more weapons so I can get a good variety in (goal 20+ weapons, minimum ~13)superLED wrote: It looks like a really funny game!
What are you going to work more on? I think it will turn out really great if you polished it up a bit and added some music :D
Also, yes, as far as polishing it goes, most of the art is not official/just programmer art and I am getting in contact with an actual artist to do the final art.
I will try my best to get music in but personally I am not a musician and I know a couple but their styles would not really fit.
I would greatly appreciate a follow from anyone on Twitter and/or IndieDB, I am really trying to get some hype built for it's release (sometime in July, official date TBD). :)
"To buy, or not to buy -- just buy it."
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Re: What projects are you currently working on?
Hi
First post here. I've been working on a few things.
First, I was working on a custom platforming engine... rendering was done through SpriteKit, but the collision system and "physics" are all custom. A regular physics engine isn't really suited for a precision control platformer : videos in reverse chronological order:
https://www.youtube.com/watch?v=xNH8PpwyUuw
https://www.youtube.com/watch?v=Stc0jIAS5wc
https://www.youtube.com/watch?v=Fh4pTz1Lb9I
https://www.youtube.com/watch?v=g0zfDs99z-E
Now I'm working on a custom isometric game engine. I started prototyping in Objective-C with Cocos2D, then had an affair with Swift... now I've started again in C++. There's not that much information out there about implementing isometric games. The biggest problem is the depth sorting. Everything I've seen on the Internet is very inefficient O(n^2) or worse. After a month or so of working on this problem, I believe I've come up with a solution that is not only efficient, but also works better most of the time. Videos in reverse chronological order:
https://www.youtube.com/watch?v=qtczbqICtPs
https://www.youtube.com/watch?v=YNacxj8nSL8
https://www.youtube.com/watch?v=BNdNJmA9lK4
https://www.youtube.com/watch?v=oNq90REp3Xw
https://www.youtube.com/watch?v=sCoPwobtAL8
https://www.youtube.com/watch?v=RIeszXsWp5g
First post here. I've been working on a few things.
First, I was working on a custom platforming engine... rendering was done through SpriteKit, but the collision system and "physics" are all custom. A regular physics engine isn't really suited for a precision control platformer : videos in reverse chronological order:
https://www.youtube.com/watch?v=xNH8PpwyUuw
https://www.youtube.com/watch?v=Stc0jIAS5wc
https://www.youtube.com/watch?v=Fh4pTz1Lb9I
https://www.youtube.com/watch?v=g0zfDs99z-E
Now I'm working on a custom isometric game engine. I started prototyping in Objective-C with Cocos2D, then had an affair with Swift... now I've started again in C++. There's not that much information out there about implementing isometric games. The biggest problem is the depth sorting. Everything I've seen on the Internet is very inefficient O(n^2) or worse. After a month or so of working on this problem, I believe I've come up with a solution that is not only efficient, but also works better most of the time. Videos in reverse chronological order:
https://www.youtube.com/watch?v=qtczbqICtPs
https://www.youtube.com/watch?v=YNacxj8nSL8
https://www.youtube.com/watch?v=BNdNJmA9lK4
https://www.youtube.com/watch?v=oNq90REp3Xw
https://www.youtube.com/watch?v=sCoPwobtAL8
https://www.youtube.com/watch?v=RIeszXsWp5g
- LeandroTok
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Re: What projects are you currently working on?
Since I'm not involved with Elysian Shadows development at the moment I've had a chance to start working on my trading card game project, which is currently codenamed "The Mothership". It's a fantasy strategy card game for 2 or more players set in space with an exploration element to it.
To anybody who's interested in seeing the "behind the scenes" of the makings of a trading card game, and all the problems that arise during design and develpoment, check out the Youtube series about the creation of the Mothership here:
http://www.youtube.com/watch?v=xMNF_GD5 ... freload=10
To anybody who's interested in seeing the "behind the scenes" of the makings of a trading card game, and all the problems that arise during design and develpoment, check out the Youtube series about the creation of the Mothership here:
http://www.youtube.com/watch?v=xMNF_GD5 ... freload=10
- YourNerdyJoe
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Re: What projects are you currently working on?
Nice project, I love tcgs so I'll keep an eye on it.LeandroTok wrote:Since I'm not involved with Elysian Shadows development at the moment I've had a chance to start working on my trading card game project, which is currently codenamed "The Mothership". It's a fantasy strategy card game for 2 or more players set in space with an exploration element to it.
To anybody who's interested in seeing the "behind the scenes" of the makings of a trading card game, and all the problems that arise during design and develpoment, check out the Youtube series about the creation of the Mothership here:
http://www.youtube.com/watch?v=xMNF_GD5 ... freload=10
Can't wait til you get to the point where we can see a demo game, I'd love to see how it plays out.
Beware if it's too good Falco might have you doing art and designing mini games for ES instead.
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Re: What projects are you currently working on?
Well, I was working on rewriting my engine, mostly to switch over from SDL to OpenGL. But then I got distracted by libogc.
So now what little I have done of my new engine, also cross-compiles to GameCube... so that's pretty cool
So now what little I have done of my new engine, also cross-compiles to GameCube... so that's pretty cool
"To buy, or not to buy -- just buy it."
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- superLED
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Re: What projects are you currently working on?
Wow, that's cool! Would be awesome to make a game for the GameCube (one of my favorite console, due to Wind Waker <3)AaronGlazer wrote:Well, I was working on rewriting my engine, mostly to switch over from SDL to OpenGL. But then I got distracted by libogc.
So now what little I have done of my new engine, also cross-compiles to GameCube... so that's pretty cool
- AaronGlazer
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Re: What projects are you currently working on?
Hell yea, GameCube is for sure my favorite. I played Wind Waker but never finished it... I'll have to get back to it one day.superLED wrote:Would be awesome to make a game for the GameCube (one of my favorite console, due to Wind Waker <3)
"To buy, or not to buy -- just buy it."
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- superLED
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Re: What projects are you currently working on?
I am working on a 2D "turned based" Roguelike game, if I can call it that. You move from tile to tile each move.
The game should go from floor to floor, and if you die, you must start all over again.
I don't like to sit and think for too long about my moves, so I will try to make it more action filled.
Both you and the enemies will have a "cooldown" on your movement (and attacks); if you wait for too long, the enemies may have already taken several moves.
It is a small project, so I am mostly winging it - making new gameplay decisions as I go.
Here is a screenshot of what I have as of now. I'm just adding random stuff at random positions right now just to test out the functionality.
(Don't mind the ugly graphics. It's just placeholders without animation)
Here's a little gif for you:
The game should go from floor to floor, and if you die, you must start all over again.
I don't like to sit and think for too long about my moves, so I will try to make it more action filled.
Both you and the enemies will have a "cooldown" on your movement (and attacks); if you wait for too long, the enemies may have already taken several moves.
It is a small project, so I am mostly winging it - making new gameplay decisions as I go.
Here is a screenshot of what I have as of now. I'm just adding random stuff at random positions right now just to test out the functionality.
(Don't mind the ugly graphics. It's just placeholders without animation)
Here's a little gif for you: