5 framework demos down, 1 to go. After that, writing them as tutorials. # Helped someone start learning pygame today and ended up with a semi-useful tutorial. Considering a whole tutorial set now… # Animations Demo is officially working. Man I wrote those wrong the first time around… # I’ve let this new tutorial get [...]
After almost two months of inactivity I finally sat down and hacked out some more code on the new tutorial game. I have one more major feature to implement and a couple minor ones and the game will be finished and I can actually start writing the tut. Last time, we were just barely playable [...]
Posted in MUA | Tagged tutorial, wundee |
No posts for so long! I’ve been very distracted lately and haven’t put any time into game dev recently. Yesterday, however, I was really feeling the itch to dev something and just decided I would crank out a tiny little game until it was playable. I was expecting it to take about 2 hours, but [...]
As I was working on my procedural tree tool for Bonk, I realized I really needed some GUI items so I could manipulate the variables for each tree in real time. I’ve been putting off the GUI system in MUA for a really long time and this was the final straw that got my ass [...]
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 [...]
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. [...]
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 [...]
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 [...]