I’ve been busy the last couple of months: learning a bit of pixelart and story writting and most recently I started to research about voxels and decided to give it a try by myself:
For now there is no much to see, I’ve been working on this for a couple of weeks now laying down all the basic structures, chunk management an geometry reconstruction:
I’m not targeting to do a game with this but I do want to publish it later as a library along with several examples that I will be developing during the development time; I’ve already have an example of several voxels (around 2M) and it worked fine but it still needs optimization in order to run properly:
That would be all for now at least on this topic of voxels.
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:
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:
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.
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.
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 though of making an update of the current status of my projects, lets start:
The project now is on hold, I haven’t worked on it for about a month, the main reason is the art direction: drawing and animating sprites to have to look that we desire is not easy, we are planning on doing a funding campaign, but with our other projects this is something that will come later.
Aside from Underworld, I started to work along with Slash and Oryx on a new game: Lune, a simple fun RPG with procedural elements.
The look and feel of the project its like an old LCD screen with a resolution of 80*58 pixels:
Game Maker is a powerful tool to develop games in multiplatforms, it is focused primarily on 2D games but it also has a very basic support for 3D, before Unity and the other 3D engines became popular and accessible for indie and solo devs, there were some people (myself included) who tried to create games in 3D using Game Maker, but one of the biggest problems was that Game Maker doesn’t have any kind of support for 3D animation.
With the launch of Game Maker Studio, new options were open for 3D development (still not the best option for 3D dev) one of them being the option to create custom shaders, I decided to try again to make a 3D animation with game maker and started to work on a per-vertex animation system:
This project is almost done (Its just the scripts for animations and not a game itself) I should make a release very soon if everything goes fine.
Finally, I started a new project: its an RPG with roguelikes elements like the permadeath and procedural content, I will post more about later when the project reaches a better shape.