rulururu

post Conway’s Game of Life

April 12th, 2009

Filed under: Game Dev — BenW @ 8:29 pm

I was bored while waiting for a friend at Starbucks so I knocked out a quick implementation of Conway’s game of life. Was really easy to do quickly and it’s very fun to play around with. While playing with it, it accidentally created a glider as well as a giant oscillator. Anyways, here’s a screenshot because I like posting them.

I also did a bit of work on some other games but I really don’t have much to say about them. Going back to writing code for research so my output here may drop off. Also, I don’t think I’ll be able to participate in the latest LD14 because of exams.

post I Can Haz City Builder

April 5th, 2009

Filed under: Game Dev — BenW @ 8:48 pm

It’s been too long since I’ve worked on anything game related so I decided to start working on a city builder. Not sure if it will ever amount to anything or if it will just get filed away never to be seen again like so many of the projects I start. I guess the goal would be to mash it together with a tactical turn based rpg. Anyways, here’s how it looks at the moment.

post Board Game Playtest

March 2nd, 2009

Filed under: Game Dev — BenW @ 12:34 am

Wow, it’s been a while since I actually did this playtest but I guess I’ll go ahead and post it. So, I decided to give non-computer game design a try.

The game ended up playing a lot differently than I expected. I think the largest shock was how far off my estimates of playtime were. We ended up playing through the first third of the game twice(because the last 2/3’s weren’t finished yet) and each game ended up taking 45min to an hour which is just under what I would like the total playtime for the game to be. It was also nice to get constructive feedback early on.

Here’s another picture:

What I would do differently:

I would schedule another playtest about a week after the first one. Just from playing games I know that they play differently after you play them a few times and differently again later on when you master them. Also, from writing computer games I know it can be a humbling experience when after you’ve playtested your game to death and maybe had some friends play it, that some complete stranger just doesn’t get it because you aren’t there to hold their hand while they learn.  I’d like to see a playtest where I’m not involved in playing the game at all. It’s still in the early stages where every turn I want to tweak the gameplay in one way or another after every move and this came up quite a bit in the initial test.

I still have plenty of prototyping supplies sitting around and I do intend to finish it one day but who knows when that will be.

post Vector Rendering

February 22nd, 2009

Filed under: Game Dev — BenW @ 3:07 am

Doing hardware accelerated vector rendering has been something I’ve been interested trying for a long time so I spared a bit of time to get started with it this week. So far I’ve been able to render quadratic bezier curves in closed paths and ellipses which you can see in the screenshot below.

I’m still working on getting cubic beziers and stroked paths working but so far I’m very happy with the results. Because the curve is drawn using a pixel shader I never have to worry about zooming too far or having my polygon approximation of the curve be apparent which is currently the case with my gravity game. Also if you haven’t seen it check out masagin. Here’s a video if you don’t feel like downloading it, but you should because the video doesnt do it justice.

As far as I can tell he just approximates the curves with polygons and doesn’t use a shader to evaluate the actual curve. It still looks excellent but you can see that the curvature isn’t perfect when the camera zooms in really close on some of the elements. I’m working on parsing svg files at the moment so hopefully I’ll have some more examples soon, including the svg tiger.

Also here’s a zip with a few papers I’ve found if anybody else is interested in messing around with this stuff.

VectorRendering.zip

post More Menu Madness

February 16th, 2009

Filed under: Game Dev — BenW @ 12:31 am

And alliteration in my titles. Made some more menus for my gravity game with some cool transitions. Sol’s interpolation tutorial was helpful but ultimately I didn’t end up using any of the methods he went over. Instead I used a pair of cascaded low pass filters. You can set the damping ratio and frequency and get a range of interesting behavior out of it.

Level select screen:

And the options menu:

And here’s a download link if you want to try it out:

Download

post Cool article I stumbled upon

February 13th, 2009

Filed under: Game Dev — BenW @ 8:45 pm

Found this article while stumbling earlier today and I feel like somebody’s been spying on me.

Here’s a link:

http://www.lambdassociates.org/blog/bipolar.htm

And now I’ll go back to starting more projects I won’t finish and self aggrandizing, but that should be fairly obvious by this point if you’ve kept up with my blog.

post From Mockup to In Game

February 9th, 2009

Filed under: Game Dev — BenW @ 4:28 am

It’s really late but I want to go ahead and post this since I never posted last week. So, I decided to add a main menu to the game I’m working on and I went ahead and made a quick mockup.

A few hours later after writing a good amount of code this is what it looks like in game.

The trail on the particle still isn’t quite right but I’m happy with how it turned out and the animation looks pretty slick. I may upload a build later so people can try it out. Also, I’d be suprised if anybody recognizes where I got the name from.

post Messing around with flash

January 25th, 2009

Filed under: Game Dev — BenW @ 12:22 am

So I messed around with actionscript 3 for a few hours this weekend and this was the result. More flash games to come in the near future.

Click the title to go to my site and play it.

post Updates to Gravity Game Prototype

January 20th, 2009

Filed under: Game Dev — BenW @ 3:35 am

It’s late and I’m tired so I’ll just list whats changed.

Added:

  • Level loading using xml
  • Barriers that bodies can bounce off of
  • Multiple player controlled bodies

Started work on but still not done:

  • Level transitions and level sets
  • Scrolling levels
  • Menus and level select screen
  • More stuff that I can’t remember

And of course the obligatory screenshots:

Plenty of unfinished stuff showing in the second screen and the lowish framerate is because I’m running it on my macbook.

I’ll upload another version when its polished a bit more.

post Retro Roads

January 11th, 2009

Filed under: Game Dev — BenW @ 6:09 pm

I ended up participating in this weekends MiniLD6 contest although I didn’t put in the effort I normally would for a full LD contest. I ended up working on this entry a little bit on Friday night, where I did all the art and music, and I did a bit of coding on Saturday, although not enough to actually call this a game.

I didn’t finish any of the gameplay and its missing half the art and all the sound and music I made. I was trying to stick to the limitations of the original gameboy since it went well with the monochrome theme. All you can do right now is walk around with the arrow keys and make a road using the spacebar. I’m pretty sure if you try and make a road offscreen it will crash, but I haven’t tried it. Anyways, let me know what you think and I’ll try and finish it up some time.

Download

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