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We’re In

Posted by (twitter: @shinmera)
Wednesday, April 19th, 2017 5:00 pm

Shirakumo is officially in. Full announcement on the toombles.

We’ll be using Common LispQtools, and Trial to write the game.

Day 2 – Update

Posted by (twitter: @shinmera)
Sunday, August 28th, 2016 2:10 pm

Well, it’s been two, hot, long days now and there’s still one more left to go for us. Unlike last time, which was a complete and utter disaster, this time we actually managed to get something going that looks a lot more like something of a game, even if it still isn’t much at that.

We started out with the idea of having some kind of very simple gathering/building game ala Dont Starve, Minecraft, etc. Being able to pick things up from resources on a plane and then building things seemed like a fair kind of scope to set for this time limit, especially considering that our home-brewed engine is still not really ready to make real games with at all.

We got most of that done now, actually! All that’s left to do is polishing, cleanup, adding more items to the world, and some missing assets. So far we’ve still wasted many hours on stupid bullshit that shouldn’t have happened had we had more experience and a more stable ground to work from. Either way, since we now have moved on in that regard thanks to the event, I’m happy to have partaken.

Hopefully by the next time we participate we’ll be able to focus on the actual game for 99% of the time, rather than still having to go back and look at core engine things 50% of the time.

For now, here’s a very short cutout from our stream that shows most of the features off very quickly:

We’re In

Posted by (twitter: @shinmera)
Sunday, August 21st, 2016 3:21 pm

Shirakumo is officially in. Full announcement on the toombles.

We’ll be using Common LispQtools, and Trial to write the game.

We’re In

Posted by (twitter: @shinmera)
Friday, March 25th, 2016 3:54 am

Shirakumo is officially in. Full announcement on the toombles.

We’ll be using Common LispQtools, and Trial to write the game.

All Done. All Over. Welcome to the End.

Posted by (twitter: @shinmera)
Sunday, August 23rd, 2015 7:31 pm

2015-08-24-014233_3840x1200_scrot 2015-08-24-014146_1023x762_scrot 2015-08-24-014200_1007x749_scrot

It’s over. I don’t know if I’ll do much more with this game, but I will definitely refine and fix up the particle system it’s based on – Flare. Maybe I’ll do something neater than this with that some other time.

The experience overall was positive. I had a really bad start since the base engine was just pretty much inexistent, so I spent the majority of my time working on that instead of on the actual game. As such, I got nowhere near as far as I would’ve hoped to come. Ah well. Still, I’m glad I did this as it allowed me to completely focus on work for a very long time, something I very desperately needed after months of doing almost nothing due to university finals.

And with that, I’m back! I’ll try to return to my regularly scheduled onesies again. Now that I have time to myself, that shouldn’t be much of an issue to get back into. I’ll also return to my writings and all other projects that have accumulated over time. So much to do! It sounds like a great time is ahead of myself, and I’m excited for that. Too bad it won’t last forever either.

See you on the other side.

I’m In

Posted by (twitter: @shinmera)
Wednesday, August 19th, 2015 5:10 am

Full announcement on my toomble.

I’ll be using Common Lisp and Qtools to write my game. Depending on the theme and how the coming days will go for me, I might be using the Flare particle effects library as well. We’ll see, I suppose.

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