About Serilyn (twitter: @bitgriffin)

Independent Game Developer in Woodinville, WA

Entries

 
Ludum Dare 27
 
Ludum Dare 26
 
Ludum Dare 25
 
Ludum Dare 23
 
Ludum Dare 18
 
Ludum Dare 17
 
Ludum Dare 16
 
MiniLD 13
 
Ludum Dare 15

Serilyn's Trophies

Serilyn's Archive

Voyage for the Queen

Posted by (twitter: @bitgriffin)
Sunday, April 25th, 2010 7:31 pm

I managed to finish Voyage of the Queen.

I decided to try something 2D this time rather than my usual 3d to get something a bit more cerebral and less action.  It was written in silverlight which made it really easy to make nice GUI screens but I was doing low level blitting to do the boat sailing graphics. I had more plans for this game such as gaining crew, having more events other than pirates and upgrading the ship but the tile engine took more time than I thought and I didn’t really get around to the actual gameplay until Sunday. It was a little scary at the end because I had a really obtuse error message (Thanks Microsoft) that resulted in crashing at the trade and ship cargo screens about an hour before finish but I managed to fix it in time.

Queen dialog

My compo entry is here:

http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=1128

First glances of trading game

Posted by (twitter: @bitgriffin)
Sunday, April 25th, 2010 8:55 am

I’m writing a sea trading game where the player trades goods between islands and tries to bring back a requested amount of a specific trade good to his home base as well as avoid pirate attacks. I currently have the boat able to sail around the map and visit various towns and a rudimentary trade screen. 10 hours left!

I’m writing the game using Silverlight and the WriteableBitmapEx class to allow blitting.

Fullscreen capture 4252010 84658 AMFullscreen capture 4252010 84808 AM

Tomb Thief is finished

Posted by (twitter: @bitgriffin)
Sunday, December 13th, 2009 7:15 pm

I was meaning to have the player go in and explore the tomb to find the skeleton leaders and defeat them, but I ended up spending too much time texturing the skeleton to build a proper battle system. It ended up being a game about a thief who runs around the tomb grabbing treasure, but then I didn’t have enough time to give the player a way to escape the tomb. So now it’s about a suicidal thief who runs around a tomb grabbing treasure.

skeleHit

Voting Page: http://www.ludumdare.com/compo/ludum-dare-16/?action=preview&uid=1128

23 Hours of progress

Posted by (twitter: @bitgriffin)
Saturday, December 12th, 2009 5:56 pm

I’m making some sort of dungeon exploring game. I have a randomly-generating dungeon now and it is explorable. Now I need to populate it with something to make it more interesting to explore.

DungeonProgress

Framework Declaration

Posted by (twitter: @bitgriffin)
Friday, December 11th, 2009 6:56 pm

I will be entering using C++, Ogre, CEGUI and OgreOggSound if I get around to using sound. I have a framework (well more like a collection of helper classes) based on the needs of my previous LD entries located here (Just the headers and libs). It requires Ogre, CEGUI and OgreOggSound and is a bit rough and messy right now.

Dragon Genetics is finished

Posted by (twitter: @bitgriffin)
Sunday, October 18th, 2009 8:42 pm

48 hours later, Dragon Genetics is finished. Dragon Genetics teaches the principles of genetic inheritence including dominant/recessive genes, epistasis, and  sex-linked genes. It uses a browser-like window to explain concepts and the player can click on links to get more information on a word. The player gets a set of missions to breed specific dragons by choosing the parents.

http://www.ludumdare.com/compo/minild-13/?action=preview&uid=1128

DragonGenetics2

The game was written in C++ with Ogre and CEGUI. I found the new version of CEGUI nice since it’s able to embed widgets in strings which is what I used to make the information browser. For content I used Photoshop and Blender. Most of the gui graphics are a CEGUI default. Also this is my second Ludum Dare (First Mini) and also the second time Photoshop has refused to work correctly during a Ludum Dare. I think it may have been a memory issue this time though since it stopped crashing on startup after I closed the visual studio with CEGUI source and an extra blender window I had open…

Postmortem and crash fix release for GoblinHome

Posted by (twitter: @bitgriffin)
Monday, August 31st, 2009 8:47 pm

First the bugfix release:
GoblinHome 1.0.1 bugfix release

GoblinHome4

This was my first Ludum Dare and I’mhooked. Last weekend was really fun trying to get a game completed on time. I didn’t get the game I originally envisioned done but I got a good start for it and it does have a winning and losing condition so it is a game.

The good:

Time – I was able to schedule the core game first to result in something playable, even if I didn’t get all that I wanted done.

Blender – It was my first time using blender’s texture painting mode. I was able to make the troll’s texture in blender much faster than I was able to make the goblin’s texture in photoshop. It works very well.

The bad and what I will do better next time:

Blender – It’s been a few months since I modeled something and I forgot a bunch of the myraid of hotkeys and functions and spent time looking them up.

Art – It took 6 hours to make the goblin and 2 hours for the troll based on the goblin. I probably could have used my time better for features by making worse models. Part of this is probably also because I forgot my blender commands.

Photoshop – Photoshop stopped responding to my tablet’s pressure sensitivity right before I created the title and conclusion screens, which was a pain to figure out.

Group selection and health bars – I’ve been getting a lot of comments on these. When it came down to the end I had the choice of group selection, health bars, or a selection indicator for the currently selected goblin. The selection indicator won out as the most needed. The others were next on the list!

Framework – I didn’t have one so I spent a good chunk of saturday writing code to glue ogre, cegui and ois together and make a basic blank screen app. Next time I should make a framework to use to skip some of that.

The crash – There was a crash that took a while to track down that I did not see while developing. If you were to click on the goblin’s selection circle it would crash with a null pointer error. This has been fixed in the bugfix release. The bugfix release also fixed a rather nasty memory leak in the pathfinding which I originally thought was the crash bug but wasn’t.

First screenshot of GoblinHome

Posted by (twitter: @bitgriffin)
Sunday, August 30th, 2009 11:13 am

GoblinHome is about a tribe of goblins that are trying to make a new home in a cavern, but they need to make the cavern safe to live in by killing all the cave denizens(currently just blue trolls) and also ward off attacks from adventurers.

GoblinHome1

It looks like I won’t get the adventurers or the home building in on time but I should be able to get the goblins and trolls to battle which can result in either winning or losing and will therefore constitute a game.

Newcomer aims to finish a game

Posted by (twitter: @bitgriffin)
Friday, August 28th, 2009 7:44 pm

Hopefully I can resist the call of feature creep.

Platform: Windows

Libraries:

  • Ogre3D
  • CEGUI
  • OpenAL

Tools:

  • Visual c++ Express
  • Blender
  • Photoshop CS3

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