What game are you working on right now?
Miscellaneous Forums/General Discussion/What game are you working on right now?
Time for a game dev check!
I'm currently reviewing my Bauble 2d puzzle game code and gonna start working on it again.
I'm just finishing off a colour matching puzzle game:
http://www.youtube.com/watch?v=j0OevO1fCGoBut will be starting an action RPG shortly, only thing is I might be doing the RPG in C++ using Allegro instead of Blitz. The colour matching game is written in Blitz though.
Currently working on :
Elite Multiplayer (in Blitz3d and Blitz+, after v1.0 is out for win32 will convert to Max and Minib3d)
Hunted (This may go OpenGL and C++, or Max and Minib3d havent decided yet).
A turn based dungeon bash with a team of up to 6 characters, single dungeon adventures - ie suitable for quick play for 30 minutes to an hour. Coming along nicely. Happy with the AI, balance needs checking, will need to purchase some more sounds (and music) at some point. Character graphics are done, environment graphics being worked on. Has a nice replay feature which will help if I decide to post a movie.
Note - I don't care a hoot about making any money from this, it's mainly for me and anyone else who is interested.
when I get time im working on my driving game still, but im doing alot of sound engineering work of late and have no time to work on the media. which sucks because the games working great but needs more interesting graphics.
Pete: yeah time is a real killer, been working on Elite Multiplayer ever since Blitz3d was in beta, about eight years now. Hunted has been going for ages too but im making a map generator that will mean that EVERY game is different.
Developers network engine that handles all aspects of game creation in multiplayer, allowing you to work with limitless people on a project at the same time within the engine (mapping, scripting, and the other aspects [animations,npcs,quests if system is used, etc). Supporting isometric, side-scroller, and the final fantasy style scroller with z-level coordinate for extra functionality; allows you to walk behind, or infront of objects depending on z-coordinate.
It's to handle everything in a live environment to the company servers, and upon publication be released within the companies game lobby. These developers are compensated at a high percentage of what they charge subscription-wise through the company using a credit and credit transfer system.
Kind of like a STEAM for 2d games but with a more interactive, less dull lobby. Blitzmax, crossplatform compatibility, university and a non-pc related job has made some dev a bit slow on this, but it's moving quick considering all that.
I'm currently remaking one of my old projects in the engine as a beta release to my customers since it already has publicity, and using it as an example of what the engine is capable of.
This is a project to forward my company name and be a partial source to fund a project I have had in mind forever....and beer.
I'm having fun trying to make a small 2D shmup in my spare time.
A action platform game based on chipmunk physics. Alot like my old game bigguns but more like how I originaly wanted it to be.
Anyway thats if I ever get enough time and energy to finnish it.
Tactical RTS involving post apocalypse and zombies.
Two: a ? game full-time and a ? game in my spare time ;-)
A simple shmup using irrlicht and c++ to learn something new.
A puzzle game, based on JV-ODE physics. Trying to learn Blitz3D to develop some medical visualizations in 3D.
Magicville.
A Pacman clone for an arcade cocktail cabinet I'm building myself playable by 3 players at the same time. I'm working on the hiscore feature at this moment, so that a picture of the winner will be made by a webcam and will be showed in the hiscore list. Also the game itself will control a relais interface card to enable/disable the coin mechanism and light effects.
Wish I had time for games... currently tidying up my Box2D, irrKlang, FMOD and BASS modules for release. (hey, maybe that counts.. they are kind of game related!) :-p
I'm working only 3 days a week this summer, so I should have plenty of time to make a game.
I don't really have any solid ideas yet, but I do know my next game will probably be in Flash.
Getting back into making a Dungeon Master type game but now using Leadwerks engine and Blitzmax instead of B3D.
The ability to have realistic visuals and physics is making development so much easier and no more static lightmaps =)
2D space rpg shmup type thing called "Pioneer" - it's a bit like Star Control 2, but many more ships per battle.
Reckon I'm about half way through development but its starting to get there now. Using BMax for the code & Bass.dll for sound.
This is a vid from how it was a couple of months ago...Don't think I posted it here at the time:
http://www.youtube.com/watch?v=ptKXDhPDoN8
A untitled(as of yet) 360 space shooter... it's almost done.
Some cool sounding games, I look forward to seeing them!
If you can call learning about arrays and loops using DrawRect a game, then that's the game I'm working on.
I just got BlitzMax and I'm thinking about starting some kind of top-down zombie shooter for practice. Summerjob and Wow takes currently too much time. :/
Nothing useful ATM ;-)
Still my side scrolling shoot 'm up:
2dsupershootGame is already taking way too long but that's mainly because I hadn't done any game programming for years and was in the process of learning C++ and SDL. Recently I converted the rendering part of my engine to support OpenGL. The framerate increase is enormous compared to rendering with SDL. On my system I gett 240 fps with SDL and 740 fps with OpenGL. For my laptop with integrated graphics card (intel) it doesn't make a difference.
Just yesterday I finished my 3rd milestone (out of 10). Had lots of problems with getting a decent curving missile. I was at the point of giving that one up for something else but I didn't gave in :-). Also fixed some rendering problems when converting my SDL_TTF surfaces to a OpenGL texture: per-pixel alpha value got lost in the process. But now it converts the way it should and even a bit faster. So I'm really happy with it now. Cool thing is I can decide what render engine to use: SDL or OpenGL. So I *might* do a PSP port one day. Might.
Now it's time for the more fun stuff: Finishing the interface/GUI, adding the stereo sound system and get the boss battle done. That pretty much is my 4th milestone. The rest mostly concerns implementing online leaderboards. And of course the actual content creation (levels, music composition, sound effects).
After this game I hope I can do something with BlitzMax. There were some plans laying on my desk but my graphics guy didn't got in touch with me again.
I'll update my worklog at
Booleansoup soon and will try to update my site
htbaa.com soon as well. Although I need to redo it. But that can wait :-).
were still working on Flow. At the moment were making a simple game demo for it.
Not the best screenshots since I made them to show the detail map I added to the dirt portion of the terrain shader.
After swapping languages BlitzMax, Cobra and C++/DirectX and back, me chess game.
I still say the knights and bishops are facing the wrong way.
lol - it's just a clarity thing Gfk! :-D
I know but its really bugging me! Please turn them the right way. I've never ever seen a chess game where the pieces face sideways - not even for clarity.
Ok, point taken.
That Chess picture just shot my OCD into high-gear. I don't care that the knights and bishops are not facing the opponent but they at least need to be facing the left. :) I know. I'm crazy.
lol. Some menu options are required I feel.
I'm currently working on 4 games,
1 Across The Land. has sufferd a major set back because I decided to
basically redo the entire game except the combat system.
It will be a turn based RPG, that is hopefully at least 2 Hours long.
2 The Time Of The Dark. I have taken a break from this game, to catch
up on some of my others. But work on it will likely resume sometime
in the near future.
3 Battery Man. Actually its coming along quite nicely, and I'll post some
screenshots as soon as I get around to it.
4 Robo Attack 3D. Much better than Robo Attack, this game includes
PowerUps, Bosses, and most of all, 3D!
The game is finally getting somewhere, and will hopefully be done soon.
For more information on my upcoming, and current games, check out
my blog at
http://blog.filefront.com/werdnaworldAwesome games by the way everyone, I look forward to their completion.
The Brand New, 3-Dimensional WERDNA!(With real chopping action)
At the moment I'm making an animation system which works like a marionette show combined with a terry gilliam style of animation. It's all controlled by an xbox controller and the editor works by dragging and dropping image or character files onto the scene. I've got a lot of clever linkages and controllable elements in it, so it's fun to do already.
I'm working on a generic software environment, sort of like a virtual machine platform` or `virtual games console`. On top of that, but entirely optional/editable, I'll make various tools, graphics/game editors, actual games etc to run alongside stuff made by other people. It'll be very open.
It's similar to an operating system but without the really `low level` stuff, which will be handled by BlitzMax and the underlying o/s. Instead of running programs in native binary it'll run scripts using my very fast script interpretation system. A test script executing function calls ran very nearly as fast as native compiled BlitzMax code :-)
I'm hoping it will be useful for/capable of pretty much any kind of computing - creating stuff, playing games, being productive, doing stuff with files, watching and interacting with graphics/video, writing programs, networking, audio, internet, whatever. Actually, maybe the best analagy would be that it's like a replacement `desktop` for a virtual computer. From the desktop you can get access to and create and use pretty much any other software.
The system is undergoing some redesign and polish at the moment as a result of learning new techniques/possibilities in OpenGL and other areas, and a general continued `focussing` of what I'm trying to create. It seems the more time passes the clearer the idea becomes and is gradually taking shape.
I'd like to say I'm working on some games - I have started some, but I soon realized I really needed some decent editing tools first. So I'd like them to be created with and run inside of this virtual machine platform - so along similar lines of creating an engine first I am focussing on establishing the platform and then later will get back to games. I want my overall system to be really kick-ass (yes I said that) with really awesome graphics and editors so that any games I do make will be not only easy and quick to produce but also technically advanced.
At the moment, it's back to reading about OpenGL.
Land of Rain... for some reason.
The worklog is in my sig.
I'm in the concept stage of a pong remake.
I'm Polishing off maxmod2 (audio module for blitzmax), I've ended up rewriting the whole thing (mod/xm player,ogg decoding, openal and directsound streams) in C++ so its faster and uses threads for streaming. Its been alot of work but worth it because the modplayer routines sound *so* much better and consume much less cpu time.
I'm also playing around with libmad for crossplatform mp3 decoding.
The problem is, I really dislike C++ :/
I'm working on a 2d top-down shooter, called
Trapped. You can follow the development on my blog:
http://wiebo.wordpress.com/Also, here is a screen-shot. Not much going on here but you can see the style I am going for. Graphics are 2d drawn or 3d generated im Lightwave. The idea is to generate custom enemies according to game level, I'm working on the code flow for that right now.
get some old sources and write new code
Very very slowly working on a new version of Ninjah.
I want to add this to Evak's screenshot list.
warpy is trying to make that game college advert come true...
hows that new game coming along?
just fixing the graphics on level 2
GemWhirl... working title as I've moved the gameplay to 3D and my vision of it is completely different to what I had before... much MUCH different! :)
I'm going to spend a few pennies on this one too (And no, not take a load of toilet breaks)! ;)
what game college advert?
hahahaha, that is EXACTLY how I'm doing it.
My game will be called MMOPE, which stands for massively multiplayer online pong engine.
An old-stle RPG kind of like EARTHBOUND.
Haven't named it yet.
lol
Something to add to my earlier post. (although the game isn't programmed with in Blitz). Interface is far from final and the game lacks sounds as well. But this is my latest build, reaching the 3rd milestone. For more info read my worklog :-).
download for windows and linux (Linux should have SDL, SDL_gfx, SDL_ttf and libcurl as well, although it isn't currently used)
worklog
Cp, Sounds cool. although I never actually played EarthBound,
it was supposed to be a pretty fun game.
Good luck!
And I good luck to every one else as well.
Your games look awesome!
The AweStruck WERDNA(Blinded By The Sight Of Such Incredible Games)
Panno is that dropzone you're showing us there? I loved Datastorm which was based on it.
markcw: bravo!
yap iam glad anyone know this
Dropzone was the shit on the c64. good to see a remake being done!
Im working on a networking module for BlitzMax that actually works (the last one sort of worked but got rather problematic to bugtest), now im refining it.
Still working on Splash, my little particle system. It's growing and growing...
Panno, I am a big fan of Datastorm and anything related to it so since having researched it quite a bit I have lots of pictures and stuff about it and the games it was based on - have seen a video clip of dropzone and thought it interesting that some of the alien graphics were the same as in datastorm. Also hoping to make a datastorm-like game soon.
Jake - maybe you need to delete some particles ;-D
i hope archer mac lean have no problems with a clone from dropzone
1 year old movie clip here:
http://www.youtube.com/watch?v=QDeE9saPjtMAnd a screenshot from today with new background gfx etc.
16 levels so far.