I was busy last week doing a game for a little challenge that took place over the YoYoGames forums. The idea was to create a pseudo 3D game using Game Maker without using any of the d3d functions that the program offers.
So I decided to go with something simple, a raycaster engine in GML, I’ve done many raycasters previously in JS so I’m very familiar to how it works, since the other participants were doing amazing 3D projects I decided to aim to the “fun” category so I took one of the pieces of my last current project (also in GM) Wraith and did a First Person Shooter / Tower Defense mix.
There were 3 categories in which the games were qualified and I made it at the top 3 of those 3 categories:

3D Rendering
1. Xor
2. orange451
3. Jucarave

1. RoundCircleandSphere314628
2. Jucarave
3. Klong

speed/performance (In no particular order)

So I’m very pleased with the results 🙂

The versión of the contest can be found here:

I continued the development of this project (now called Wraith) This is the end of the 3rd week and most of the work has been directed towards the optimization of the engine, it was running pretty well but I don’t really enjoy having so many instances doing nothing.
The first thing I did is to modify the way the geometry and solid instances were handled in GM, I had before one instance per block and the geometry was the same size of the block:
Each individual color is a collision mask and 3D geometry:
I merged the horizontal and vertical collisions and the geometry is merged by texture.
Finally, I started working on a single level to test enemies encounters and the gameplay elements. If everything goes well then I will have a demo version towards the end of February.

So this new year I decided to start a new project and take a step back from the RPGs I’ve been trying to develop for the last years… My favorite games are the first person shooter and they are actually what got me into game development in the beginning, since I had an old license for Game Maker Studio I decided to give it a try and start a new project.
I know there are far better tools than Game Maker to make a 3D game, but that’s also the reason I picked GMS, it’s because I know it has a great potential for this kind of task, I already tried to develop a 3D game with GM 6 years ago and it failed, but it was done with GM8 and it was poorly optimised so I want to make it better now.
I’ve been developing it for 2 weeks now, most of the time has been working in the engine itself but I’m aiming to have something playable towards the middle or end of February
The gameplay will be based on old fps (Doom, Quake, etc) in which the action is faster and there is few story elements during gameplay, the game itself will have a story although I’m still thinking on how to present it without taking much of the game. It will have a single player campaign and a multiplayer mode, the weapons and game are going to be futuristics but in a wasteland environment.
The textures I have now (except for the gun) are from the game hexen but I’m going to replace all of them with custom made textures, I’ve done so far the collision detection in 3D (very simplistic for now since the maps are made on a grid), picking up weapons and firing making bullet holes on the walls, a terminal (like quake) to make modifications to the game and system messages for when picking weapons or making actions.
That would be all for now, I will be posting updates on this game hopefully every week with the new features I added to it.

This year is going pretty fast, its been a long time since my last post for the 7DRL game. I’ve been busy working on different personal projects during the last 4 months but there is nothing really to show, here is what I’ve been to:

Perhaps the biggest project I’ve spend time is on learning graphics programming and developing a new WebGL library, it is going pretty well but it is a really big project so there is still a lot to do, I will try to upload demos in the next months while I work with it:

I’m also learning to work on the unreal engine, I like it a lot but I don’t think that I will develop a project any time soon:

And finally, I decided to retake the development on Lune, I was developing this project along with Slash but we kind of dropped it after the contest for the 7DRL challenge, anyway, since he is busy working on Ananias, I will work on it for now:

That would be all for now, greetings.

And so it’s over, after a long week of hard work to try to achieve some playable and fun game, we finally finished our entry for the 7DRL challenge of 2015:

Stygian Abyss is a procedurally generated first person action dungeon crawler; survive the legendary Stygian Abyss to find the Codex of Ultimate wisdom, a new adventure awaits you every time!


  • A level generator inspired in Ultima Underworld
  • Explore the environment in a first person view.
  • 8 classes with different starting equipment and skills
  • 11 spells
  • 28 different monsters
  • Melee and ranged weapons

I worked with Slash for this challenge, he did an awesome work in the levels generator (Stygian Generator) as well as assembling all the pieces together and finishing the last touches for the game.

I was in charge in the development of the engine (we decided to reuse the engine for Britannian Underworld that I was programming) as well as the main gameplay like the combat, items and magic system.

The cover art was created by Talzhemir “Manda” Penumbra; drawn and painted specially for this game. She was part of the Ultima VI dev team. Thank you!

The music is Ultima IV “Dungeon“, from Ken Arnold. C64 version from the Videogame Music Preservation Foundation

The sound effects were made by Bart, from OpenGameArt.

Graphics come directly from the Ultima IV and Ultima V tilesets, with some tweaks and original tiles being made.

This project is non-commercial, made just for fun from fans to fans.

So what’s next

While the challenge is over and we delivered the game, there is a lot of things that we originally intended to add but in order to meet the deadline of the 7 days we had to cut them out, I’m planning on adding those features (and some more) in the next weeks.

I’m also planning on redesign most of the sprites in the game: add more colour, increase the resolution of the creatures, redesign some enemies to make them look bigger, etc.

I’ll post soon on the development of this.


Another day is over and the endline is comming really fast, in this day I worked a little more in the collision (mostly for enemies with instances) and some extra work with the texture rendering and management, I also added the potion and started to work on the magic system:

Finally, I worked a little more on the enemies AI, but I think I’m going to leave it like this for now:

Meanwhile Slash started to work on the dungeon generator system, I’m hoping to implement it very soon.

That would be all for this day.


Day 2 is over and things are starting to shape up, I worked on the collisions system and started to work on the AI of the enemy, right now is a very basic AI, if the enemy sees the player then go and try to kill it.

The player can now attack and kill the enemies, there is no death or hurt animation so the enemies flashes in red for a fraction of second:

If the enemy is close to the player then performs a melee attack, until the player is dead:

I still have a lot of work to do on the AI, and also i have to start to work on the general objective for each level of the dungeon.


I am working with Slash in a new roguelike for the 7 days roguelike challenge, we are reusing some parts of the engine that I’ve created in Britannian Underworld.

For this first day I chopped some code from the engine that aren’t going to be used in this game and also made a little scene for testing the new things:

Tomorrow I’ll work on the AI and items system, we haven’t decide yet what is the direction and scope of this project so I can’t give any more info yet.


Happy new year 2015!!

The year is off and the project is taking more time that I would like, we are still pending on receiving some drafts and first sprites for the enemies so that we can make a good version before launching a campaign on it.

I didn’t work as much as I wanted on December, the reason was the start of a new project (news on it later) and the fact that I also started to learn some 3D modeling. Anyway, this is what I got so far in the new version (It isn’t online yet):

So, the first thing is a debug console to aid my development, since I don’t have a map editor (and it can be really painful to set some details on Tiled) I decided to create a tool that allows me to modify the structure of a map and add new things in real time:

The next thing was the inclusion of a lifter type object, it will probably going to work most of the times by activating switches, but for now it’s just when you are next to it:

And the final thing is the support for 3D objects, for those details that just can’t be in a 2D sprite or painted on the wall:

That would be all for now.


It’s time for a new update, I’ve been really busy this November doing many different projects that made me put this as a side one, but it’s finally over I’m back to the project.

So what’s new in this project?, we are making some progress on the design part, Orlando which is doing the part of level designer created a sketch for the first map of the level but since it was on sketchup I wasn’t able to port it without creating so much problems, so I decided to port it to Tiled and then load it into the game:

And this is the result in the game engine (I still have pending to populate it with items and stuffs):

I also did a lot of work in the rendering part so the game should run faster now:

The other change I did was the inclussion of slopes and different ceiling heights for one map:

That would be all for now, I have a lot of plans for features to include to the engine and I will try to be really productive this December with this changes, you can check the new versión in the link below: