Beta Testers,
I've got an updated build for you, iOS and Windows. Version 0.6 has the following fixes:
I've got an updated build for you, iOS and Windows. Version 0.6 has the following fixes:
- Improved hover information for items:
- The item name is red if you can't use it.
- The item name is yellow if you aren't proficient.
- Weapons display their attack damage.
- Armor displays the defense bonus.
- Wa…
- The item name is red if you can't use it.
Temple of the Abyssal Winds: Beta Testers Needed
Temple of the Abyssal Winds is ready to go for, this time for Windows, and I just need a few intrepid beta-testers to go through and find the last few bugs. Help out, and enjoy a classic-style RPG at the same time!
[media][/media]
To find out more about…
Temple of the Abyssal Winds is ready to go for, this time for Windows, and I just need a few intrepid beta-testers to go through and find the last few bugs. Help out, and enjoy a classic-style RPG at the same time!
[media][/media]
To find out more about…
This thread is for myself and beta testers of Temple of the Abyssal Winds (http://prankster.com/totaw) to give and respond to feedback that comes up during the beta.
Temple of the Abyssal Winds is ready to go for iPad, and I just need a few intrepid beta-testers to go through and find the last few bugs. Help out, and enjoy a classic-style RPG at the same time!
[media][/media]
To find out more about TotAW, check out the website: http://www.prankster.com/totaw/inde…
[media][/media]
To find out more about TotAW, check out the website: http://www.prankster.com/totaw/inde…
Today I completed my 14th Infocom game, Infidel! For more information about my attempt to finish all of these games, see here: https://www.gamedev.net/blog/717/entry-2259971-the-infocom-project/
So, Infidel. The good:
So, Infidel. The good:
- Unique, intriguing setting (Indiana Jones!).
- Pretty small, focused adventure area, w…
Well, this may be of no interest to anyone, and certainly has little to do with my indie game development, but it's my blog, so there! A project I've been working on for decades has been to win all of the old text adventures by Infocom. These classic games were released during (and just before) my …
[media][/media]
"Twenty years ago, the demoness Urgoroth rose to power from the depths of the Temple of the Abyssal Winds. She was defeated, but your parents were lost in the conflict. Your aunt and uncle have raised you in the small village of Tomm's Crossing, where life has been mostly peaceful. U…
"Twenty years ago, the demoness Urgoroth rose to power from the depths of the Temple of the Abyssal Winds. She was defeated, but your parents were lost in the conflict. Your aunt and uncle have raised you in the small village of Tomm's Crossing, where life has been mostly peaceful. U…
Well, work has been going quite well on Unannounced SENG Game, to the point where I'd like to announce it soon, and release in a few months. So, I need some cover art! Here's my pitch:
[quote]
Merry Prankster Games is working on a classic, single player role-playing game, for release on Windows and …
[quote]
Merry Prankster Games is working on a classic, single player role-playing game, for release on Windows and …
Well, summer is done, and man, was I unproductive. Things are returning to normalcy, and I'm back to work on Unannounced SENG Game.
I did actually get some things done over the summer, including some planning, and one complete area. But there is still much to do. I'll try to announce more concrete p…
I did actually get some things done over the summer, including some planning, and one complete area. But there is still much to do. I'll try to announce more concrete p…
So, with 10 Fantasy Fights fully functional on iOS, I've got my proof of concept... games with my engine work fine on iOS or Windows. So, now it's time to make the actual game! I'll roll out a good announcement soon, but in the meantime I'll post enigmatic progress reports. Right now I'm working on…
I just played through 10 Fantasy Fights on the iPad. Fixed a few little bugs on the way, but you can win the game, as this screenshot proves:
Only problem is, the interface is still a ported-over mouse interface, not a touch interface. So, it's pretty painful to go all the way through. Next big task…
Only problem is, the interface is still a ported-over mouse interface, not a touch interface. So, it's pretty painful to go all the way through. Next big task…
Here it is, a screenshot of 10FF running on an iPad Mini!
I am really psyched about this. This isn't just test or partial code; the complete engine is working, with "little" things like audio and everything. I believe the game is fully playable at this point, though I haven't gone through it to the …
I am really psyched about this. This isn't just test or partial code; the complete engine is working, with "little" things like audio and everything. I believe the game is fully playable at this point, though I haven't gone through it to the …
Got level rendering working on the iOS simulator:
I had to show a screenshot of the very start of the beginning level, as I don't have the touch events wired properly yet and you can't move at all. The discerning eye will also note some face culling issues. And perf is crap. But definite progress.
Ge…
I had to show a screenshot of the very start of the beginning level, as I don't have the touch events wired properly yet and you can't move at all. The discerning eye will also note some face culling issues. And perf is crap. But definite progress.
Ge…
Yes, the moment you've been waiting for! In all its glory, 10FF in the iPad simulator:
Oh wait, you thought that not only the game would run, but the graphics would render too? Well, that's asking a lot. You'll have to take my word for it that the game is, in fact running. But it seems there is stil…
Oh wait, you thought that not only the game would run, but the graphics would render too? Well, that's asking a lot. You'll have to take my word for it that the game is, in fact running. But it seems there is stil…
Happy Holidays everyone! Here is evidence of the UI rendering, with text (iOS simulator screenshot):
This is the actual 10FF UI. Other than some little glitches, you can successfully create a character and start a game! Which then crashes and burns before displaying a single frame. Getting there, th…
This is the actual 10FF UI. Other than some little glitches, you can successfully create a character and start a game! Which then crashes and burns before displaying a single frame. Getting there, th…
More iOS progress. Screenshot:
This is a complex model, an orc, loading from the 10FF data. The orc consists of 12 actual models, stitched together so they can be swapped in and out as needed; for instance, if the orc decides to wield a sword instead of a club.
No textures yet, but I have implemented…
This is a complex model, an orc, loading from the 10FF data. The orc consists of 12 actual models, stitched together so they can be swapped in and out as needed; for instance, if the orc decides to wield a sword instead of a club.
No textures yet, but I have implemented…
Well, after much effort and convolutions, here is the pile model from 10FF rendering in the iPad simulator:
Although I don't have texturing, lighting, or animation working, this is actually using the game's rendering code, which is a big accomplishment. Adding the proper rendering stuff in should (c…
Although I don't have texturing, lighting, or animation working, this is actually using the game's rendering code, which is a big accomplishment. Adding the proper rendering stuff in should (c…
Back from vacation. Sadly still no visible progress. I've done a fair amount of code replacement, replacing Windows-specific code with platform-independent versions of the same code:
- Replaced D3DX math code with CML math code (http://cmldev.net/).
- Replaced D3DX model-loading code with AssImp model-lo…
So, my next move with 10FF is to port it to work on the iPad. In one sense, this is a little frustrating, because I've got most of the pieces ready to make a commercial game from the SENG engine. But at this point, it makes sense to take a step back and make the engine work on iOS _before_ I invest…
See Part 1 for background: https://www.gamedev.net/blog/717/entry-2255124-pathfinding-part-1/
OK, so I had reached the point of frustration with my old pathfinding... what to do about it? It had become obvious to me that my pathfinding would have to do some searching to find a path to the target, ra…
OK, so I had reached the point of frustration with my old pathfinding... what to do about it? It had become obvious to me that my pathfinding would have to do some searching to find a path to the target, ra…
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