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  •   The Roaring Silence …

    3/05/14 - 10:05

    Alas, being busy with real life stuff, my blog ( and gamedev ) has slipped a bit from my attention, which is always lame when your last post was last year. So this is me addressing this fact and getting back into the froodiness that is gamedev.

    I’ve worked on a few projects in the past few months, but nothing which has really seen the light of day in a release way – which is a terrible terrible sin for an indie gamedev to commit, which is one of the reasons I started this blog in the first place. Publicly stating stuff get things done :) So with that in mind, I’m stating for the record that I’m taking part in #lowrezjam. Which is a pretty cool idea for a jam where you have to make a game that fits that will fit inside 32×32 pixels. I’ve got a game idea I’ve been wanting to do for a while now, and I think it will fit this theme quite nicely, and be quite challenging to do ( how do you fit a decent UI within 32×32 pixels? only time will tell :) ).

    So this means in around ~15 days from now, there should be ( finally! ) a new game to play :)

    Now to make this entry a bit more media friendly, here are a couple of screen shots from some of my WIP’s that I’ve been toying with in my spare time :

    Physically Simulated Tentacles
    Physically simulated tentacle monsters. There is a reason. I’m not going to say what until I get further along. Each tentacle can navigate using A* and can grow and contract as is required to manipulate obstacles. A screenshot doesn’t really do it justice – the physics produce some really cool organic looking animation

    Splat
    More physics, and blood! This was an early experiment with box2d and impact which resulted in many, many hysterical bugs. This game is actually game complete, but only has one level currently. And terrible programmer art.

     

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