Sorry About That V: The Rise of a New Order

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Published on: September 28, 2011

Time, Dear reader? Is it really that time again? It seems as if you only just arrived.

Chances are that is exactly what happened. Unless by the time anyone reads this multiple other posts have been made.

It has now been 40 days since part IV, meaning a total of 160 days from “a few weeks”.

Not much interesting happening: Dwarf Fortress remains in 0.31.25, the Dwarf Fortress community remains cruel (only now infested with ponies), Red Orchestra 2: Heroes of Stalingrad has come, a while ago even and I have been playing excessive amounts of Hearts of Iron II. Keeping in mind that none of this is interesting (except maybe the red Orchestra -part) I have no idea why I am telling all of this.

Also, a group of people have decided that, in addition to my solo-failure-of-a-dwarven-fortress, we will also be playing, recording and telling another fortress. Except with some more people. Probably.

Nothing more, good day (or morning or evening or night or any other part of the day/night cycle) dear citizen.

Crafting and shooting

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Published on: September 23, 2011

Hi, everybody.

It’s been a bit quiet lately, that’s because I’ve been quite busy with all sorts of important stuff.

But fear not, my friend. I’ve made some significant improvements to Landmine Crusade, even though I’ve not written about them. I added a Metroid-style visor that can be used to scan enemies and items, showing their stats and other useful information (background stories of the characters :OOO). I also made some major performance tweaks. Most importantly I changed all bullets from objects to insta-hit-things. Therefore the game doesn’t have to waste processing power on every single piece of swooping metal, it just calculates if the bullet hits or not. And draws some neat and simple shooting effects like random bullet tracks. All slow and/or massive projectiles, like rockets and energy particle cannonball whatevers will still be regular objects.

My goal is to release the public beta before my birthday (which is next month). It will contain the first episode of the story game (I’ll release it episodically) and a sandbox game mode to test all the stuff there is.

A hill, a couple of trees and a cave.
A hill, a couple of trees and a cave.

In other news, out of curiosity I tried to make a terrain generator like the ones in Minecraft and Terraria. Well, I succeeded. This little thing can create very large block-based worlds with mountains, valleys, forests, caverns, snow, dungeons and stuff.

If I want to actually make a game out of this I surely have to come up with something original so it doesn’t feel like a cheap (free?) Terraria rip-off. Suggestions are welcome. Maybe I’ll make it take place in…space?

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