Posts Tagged ‘Foregunners’

Lights! Camera! Physics! (October Challenge Update 02)

Posted by
Monday, October 17th, 2016 10:33 am

Hello everyone! I’ve been very busy this month, but in the past couple of days I finally managed to implement ramps into my 3d physics engine. This took me far too long, but it’s very important for the map flow. Below is a screenshot of the demo level – the light gray represents a bridge/road; the gray is the ground; the blue, a river; and the the tan, dirt paths running up from the river banks to the road.

map_overview_colorcoded_ramps

Yeah, yeah, it’s ugly! Graphics are on the list, right after weapons. What’s important is that units can now pass over and under that bridge, along with having some nice, smooth, only-slightly-buggy ramps to get them up to it (GIFs after the jump!):

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MiniLD Postmortem – Foregunners: The Genesis Saga

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Wednesday, October 5th, 2016 5:35 am

If the above looks interesting, you can have 30 seconds more (maybe a minute if you read slowly and really savor it) of the same by following this link!

In the past year, my experiences with GameDev and programming in general have been:
1. Intending to enter October Challenge ’15 and failing miserably due to being in maybe one of the darkest periods of my life. Like, didn’t have the electricity or internet to enter, even if I had the motivation.
2. Writing a two-page design brief on how I’d rework the balance and mechanics for my (uncompleted) July ’13 7dRTS earlier this year.
2. Writing a small text-based user survey form in Python for a volunteer organization just this August.

However, at the same time, I’ve been working on my career “five-year plan”, if you wanna call it, as well as stitching together the various stories and plot hooks I’ve dreamed up over the years into one overarching story.

So on Sept. 25… (more…)

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