Merry Prankster Games

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Merry Prankster Games: Accursed Crown of the Giant King

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264 entries
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gdunbar
November 18, 2014
Beta Version 0.6
Beta Testers,

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…
884 views
gdunbar
November 07, 2014
Chapter 3 Gameplay Video
Working on Chapter 3, I took a quick break to make a gameplay video.

[media][/media]

Enjoy!
Geoff
880 views
gdunbar
October 27, 2014
(More) Beta Testers Needed!
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…
2,448 views
gdunbar
September 29, 2014
Temple of the Abyssal Winds Beta Feedback Thread
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.
1,362 views
gdunbar
September 22, 2014
Beta Testers Needed!
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…
2,007 views
gdunbar
August 21, 2014
The Infocom Project: Infidel
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:

  • Unique, intriguing setting (Indiana Jones!).
  • Pretty small, focused adventure area, w…
1,319 views
gdunbar
August 21, 2014
The Infocom Project
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 …
2,522 views
gdunbar
April 22, 2014
Announcing Temple of the Abyssal Winds
[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…
1,868 views
gdunbar
March 10, 2014
Temple of the Abyssal Winds Trailer 2
Take 2 on the trailer. Made the text last a bit longer at the start, per feedback. Other minor tweaks.

[media][/media]

Geoff
1,503 views
gdunbar
March 04, 2014
Temple of the Abyssal Winds Trailer
Here's the gameplay trailer for Temple of the Abyssal Winds. Formal announcement coming soon, but for the time being:

[media][/media]
Enjoy!
Geoff
1,248 views
gdunbar
November 15, 2013
Tomb Screenshot
Here's a shot of our heroes wandering around in an empty crypt. I haven't added any furnishings or creatures yet.

1,279 views
gdunbar
October 22, 2013
Icon sneak peak
Sneak peak of the just-finished icon for Unannounced SENG Game:


Or should that be Soon-to-be-Announced SENG Game?

Geoff
1,208 views
gdunbar
September 30, 2013
Icon and Cover Art needed
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 …
1,265 views
gdunbar
September 06, 2013
Back!
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…
1,198 views
gdunbar
May 17, 2013
Buildings!
Continuing work on Unannounced SENG Game. Here's a screenshot of the various buildings for the towns:

1,238 views
gdunbar
May 08, 2013
Unannounced SENG Game in progress
Well, I'm working on Unannounced SENG Game right now. I would to announce it soon, but I'm in the thick of development.

As part of the development, I need to add some more environments to the 10FF. Here's a screenshot of a solid wooden bridge over a river.



More to come later.

Geoff
1,222 views
gdunbar
April 05, 2013
Planning the Real Game
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…
1,133 views
gdunbar
February 01, 2013
10FF fully playable on iPad
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…
1,320 views
gdunbar
January 24, 2013
iPad version
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 …
1,500 views
gdunbar
January 09, 2013
Level rendering
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…
1,448 views
gdunbar
January 04, 2013
10 Fantasy Fights runs on iOS! Sort of...
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…
1,297 views
gdunbar
January 03, 2013
Game UI render
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…
1,423 views
gdunbar
December 16, 2012
UI primitives
Working on UI rendering. Here's the outline of a button, and below it an image rendering. I don't have text working yet so the button looks a little funny without any label. Once I get text working, all of the other primitives should work fine, though.

1,314 views
gdunbar
November 26, 2012
iOS: Full Rendering
OK, after some fiddling (and some vacation), here is a render from iOS with full lighting, texturing, and animation. Woo!



Next, some cleanup and refactoring (mainly to support different lighting models). Then, particles effects.

Geoff
1,318 views
gdunbar
November 16, 2012
iOS: Complex Models, and Lighting
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…
1,313 views
gdunbar
November 13, 2012
It Renders!
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…
1,281 views
gdunbar
October 29, 2012
Continuing iPad 10FF
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…
1,155 views
gdunbar
October 17, 2012
iPad 10FF
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…
1,243 views
gdunbar
September 28, 2012
Pathfinding Part 2
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…
1,856 views
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