Thursday, December 11, 2008

Wednesday, December 10, 2008

Sunday, December 7, 2008

Death Geode Update 2

I've fixed up the Linux version and made a few changes to both versions to improve the general gameplay and organization. Now I'm just waiting on Mr. Clyffe's updates to the music. The game ought to be ready for release number one within a few days.

Also of note, I got some much needed inspiration and encouragement the other day and have started work on writing Balding Man again. Hopefully we'll still manage the original release date of 4/1/09.

FINALLY

It's about fracking time. I managed to trace the input problem in Death Geode to a few errors reading the config file 80 lines earlier. Once I fixed that, everything started working perfectly. Naturally, I'm a bit wary of the fact that the Linux version went on working despite this problem, so I'm going to push back the release until I've had a chance to check that out and make sure both versions are doing things correctly and identically.

I might also hold off to make some changes to the sound effects and music (available on the website). The music is certainly good; I don't mean to insult Mr. Clyffe's abilities, but I'm worried that it doesn't really fit the game.

Thursday, December 4, 2008

Different Raycasting

I starting reading flatland and it inspired me to try making a 2d -> 1d raycaster. If its current for, it uses thickness to communicate depth, but later on I'd like to use 3d glasses (inspired by gamma 3d) to convey depth. This could allow for first person 2d games and I'll no doubt pick it up again later for that purpose. For now I'm trying to keep clear for Tixel when programming starts on that.



For now I'll just hand out the source with a Linux binary.

Source

Page Up/Down - angle
Right/Left Arrow keys - Forward/Backward
Up/Down Arrow keys - Straight up and down

Tuesday, December 2, 2008

Raycasting

Same cave, different framerate:



Each triangle is like a flashlight. This renders at 4-6ms per frame instead of 100-130ms per frame, plus it adds realistic shadows and lets me easily change the widths and direction of the light.

More

This one uses an actual randomly generated cave segment. It was actually created in several parts in order to test the ideas behind the algorithm. The whole cave would have been 20480x11520 pixels (1280x720 * 16). I only generated a 1280x720 pixel segment of that, and then used a 400x400 pixel segment of that for the lighting.



This is the whole finished cave segment.

Even More Cave Lighting

And this time it's a video!

Monday, December 1, 2008

More Cave Lightning

Later versions of this will use ray casting instead of checking every pixel. This will enable faster rendering and shadows (1600 lines vs 160000 pixels).

Death Geode

Iota wiped the micro-sweat from her techno-brow and set down her heavy Explosive Decrystallizer 18600. It had taken days of work, but she had finally cleaned away all the seed crystals and carved out the inside of the geode. Now all she had to do was lay out the nano-structure and hook up to the omninet and it would be complete.

The geode itself has been grown right at the heart of Neo Nano New York, just above the omninet's primary
backbone, giving her one of the fastest connections on the planet as well as all the bosons and fermions a femto-engineer could ever want. The future was bright.

Or so it seemed.


The antiforce nano-missile and its antimatter payload fel
t otherwise. It felt that it was falling straight toward Neo Nano New York at ten meters per second and rising.

Moments later, Iota found herself swimming in mi
neral-rich hydro-water surrounded by the shattered remains of millions of geodes and seed crystals. They were all growing. She found her ED 18600 floating nearby, mumbled something bad-ass, and started decrystallizing shit.



Download: Linux (455.2 KiB)

Cave Lighting

Frame rate is really low, but it works.



I'll see about the promised Death Geode stuff later today. No promises, though.