Change of direction ;)

Update forget what I said I played slingers again it’s a pretty good ga,e and sales blow…. I need to continue to shoot for the games very few are willing to take a risk on…. So dungeon keeper clone is on!!! ;). I can be skitso sometimes 😉

I want to make an even faster to make simple angry birds type game with crazy good graphics. That way I can have a fully developed OpenGL es 2.0 engine going into a larger project. The game will be based slingers 2.0… Slingers was a game I made over a month as a fun little project to test the water in simple arcade games. The idea in slingers 2 would be to have the sling shot fire different types of shells in a specific order like angry birds in a way. Each shot does a different type of effect. On the other side will be a castle that you must destroy to continue. What will ensue is a graphics lightshow while playing showing off the graphics. To me this is the best way of proceeding without just building a starlight engine for months while making a moderately large dungeon keeper clone project.

This way w can show the power of the engine prior to making the dungeon keep clone. 😉

I am also looking for a game to appeal to the casual crowd wth minimal time investment for this next few months. The casual crowd is about 90% of the market easy..I want to have a lot more exposure for future projects. Currently I have around 4k units sold of mission Europa I would like to see a lot more then that for the enourmous amount of work I have investeted 😉

Happy memorial day!!!!!!


In the nasty stuff

My wife has kept me REALLY busy lately with parties and friends and the like…great fun but sucks the time right out… She is out of school right now so lots of free time…In the mean time I have made great progress… I am in a slow area right now. I had to finaly create the scripting system and command system to parse string based commands… took a little time is all. Now I need to do a debugging run and find some of those bugs I put in from working to fast. (Mainly just adding removing and cloning the scene graph.. there is a small one in there =) )

Other then that maybe by the end of next week I will finally be able to get to some real art assets =).. I cannot wait to make the heavy husk with the chaingun =)… with pretty shaders woohoo -=)

Great Progress New Game….

With the new tools I have written I placed in all the menus and functionality down to gameplay. Where they are ready to go when I get there =)..

Good stuff… back to work!..

The menu art is temporary if I post pics.. I want to get to an alpha first with just the first entire level. That way we can tweak gameplay before pushing forward. =)


BTW Remoter VNC for ipad is an AWESOME VNC app… It is better then any PC one I have used =)…

Its the weekend… LOOK OUT FOR TOMORROW!!!

Wiki updates:






Heavily updated Wiki… The design has to be done before one line of code is written towards actual game play not engine ;)…

I plan on getting a level playable… then building a Alpha team to develop game play before continuing the story =)..It will be a few weeks for sure before that happens though =) I will post when I have spots open.


Spread the word if you have friends on the fence =)…

Today day job.. then I will be moving towards digging out a level in the new game =).. good stuff

Ever have one of those weekends where..

Effect system in… I love it =)

The way it works. I place a base effect node on the effects graph. Then I hang off of it a node that creates the particles some how. Then hang another node that moves them some how. And lastly a node is hung that renders them some how. All defined in a text file.

version 1
string name |_e_WhiteSpray.txt|
string headNode |true|
string type |SGT_TRANSFORM|
floatArray pos 0.25,0,0.25
floatArray rot 0,0,0
floatArray scale 0.2,0.2,0.2
tree node
string type |SGT_SHADER|
string name |EffectShader|
string shaderLod0 |SHADER_EFFECT_GLOW|
string tLod0_0 |_t_EffectWhiteStar|
int t_alphaLod0_0 0

tree node
string type |SGT_EFFECT|
string name |SGT_EFFECT|
int numParticles 100
float life 99999.0
tree node
floatArray dir 0,0,1.0f
floatArray grav 0,0,-0.5
float particleLife 10
float birthRate 10.0
float varyAngleX 45.0
float varyAngleY 45.0
tree node
string name |SGT_EFFECT_MOVE_GRAV|
string type |SGT_EFFECT_MOVE_GRAV|

floatArray startColor 1,1,1,1
floatArray endColor 0,0,0,0

floatArray startScale 0,0,0
floatArray endScale 1,1,1
tree node

This way I can hang say 2 different emitters…or 2 different movers. And maybe 3 renderers.. Who knows. But it is the way I like to work. Make small lego type pieces and add them together for the result. =).. Now I am on to what is almost gameplay!… The next step is to click and start digging out levels =)..

Basically click the dig tool.
Click a spot to dig.
Change the grid node to reflect that that node is dug out.
On the next update run in the graph it will notice the sector has been updated.
The sector will then commit the update.
The sector will delete the old collapsed node and replace it with a new collapsed node.
(batch collapsed for render speed).

Good stuff!

Nothing fancy yet but the effect system is up and running =)

Ever have one of those weekends wake up and it is Monday?

I accomplished nothing this weekend but did get to have some fun!.. Kids Birthday sleep over, Pool party, Rangers Game (WE WON HA! With no pitching AND no Hamilton!)

Anyway.. I will be kicking it in to the new game more as sales drop off the charts for M.E. I will start the next upgrade soon but with so few interested it will move to 20% M.E. and 80% next game. (It has to make sense financially) . There is a pretty big marketing thing I am working on with a group for M.E. that will launch mid June ;).. Maybe that will fill the arena… (I know it will -) ) .. Hopefully an update before then also!..

Back to the day job!. .. Really busy today! ..