I’ve continued my attempt to round up some interested artists from my groups of friends, but with no luck. I still have the original few who claim they are interested, but that really means nothing. I even got a fairly harsh rebuff from one friend essentially telling me to stop asking and to get new [...]
Posted in Bonk | Tagged Bonk, procedural |
SVN
Since the last post, my second machine (which had the SVN repository on it, among other things) kicked the bucket. I obviously still have the current source on my dev machine, but all the prior code and changes were lost. Anyway, this isn’t the first time I’ve lost a repo, so I finally caved and [...]
Posted in Bonk | Tagged Bonk, persistent world |
Welcome back! It’s been a few days since my last post, and a lot has changed.
Bonk!
First of all, the project now has a name. I was tired of trying to find the perfect name and I didn’t want to keep calling it Joust, so I’ve given the project a development ‘code name’: Bonk. Chances are [...]
Posted in Bonk | Tagged Bonk, snapshot |
Much to report! The last few days have been fruitful – now we have a minimap, stars, a better sky gradient, textured ground, and some optimization.
Minimap:
The minimap is a simple but effective — it is actually a scaled down version of the map picture from the previous post, with a little box that shows the [...]
Posted in Bonk | Tagged joust, procedural |
The joust game (still no name yet – working on that!) has come a long way in the last two days. I used the tool in my previous post to select 2 world layouts I wanted, then joined them together to form one solid map of the world ground level. I then rigged the program [...]
As I mentioned in my last post, which was incidentally also my first post, we are just starting up a big project based on the old school arcade game joust. We are taking the rider-on-flying-mount and the insta-kill dynamics and expanding upon them to create a large, multiplayer, persistent world. It is a big project [...]