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Frank Engine Commits
- fastVsync stuff - 06.13.19
- fix fast update when vsync is overriden by graphics drivers (Fastsync) - 06.06.19
- small things - 06.06.19
- dont render tiles with out of range tile set - 02.27.19
- GameObject::RemoveAllFixtures - 02.26.19
- GetType -> GetObjectType - 02.24.19
- reorganize OnD3D9LostDevice and OnD3D9DestroyDevice - 02.23.19
- fix glitchy frame on startup - 02.23.19
- fix bugs with simple verts - 02.23.19
- GameTimer shouldn't assert if negative time passed to set - 02.22.19
- experimental gameplay
- faster blaster
- frank engine
- game dev
- game engine
- Game Jam
- indie speed run
- ludum dare
- rapid prototype
- slime mold
I have made huge progress in the past few weeks. Previously I could speed run the demo in under 5 minutes. Now I’ve yet to get through it in under 10 minutes even when skipping as much as possible. I think for a first time player it would take 20-30 minutes. So, yeah, there’s much more to the game. I still have another large area that I want to build before MAGFest that has some water to play around in. The demo build on itch has been updated!
- Conveyor Belts
- Mini Boss fight!
- Completely re-tweaked physics and re-balanced everything
- Added more to the level and polished existing areas
- Flying enemies
- Several more varieties of rolling enemies
- Low health enemies have random chance of going haywire
- Missile launcher player weapon, homes in and can be controlled manually
- Tiles that drop when touched and rebuild after a few seconds
- Limited player’s weapon range, forces you to get closer to enemies
- Improved hit/miss effects
- Procedural tile randomization
- Enemies and the player flash white when hit
- Lots of polish on everything
The procedural tile randomization is also really cool. I wanted something to help with repeating patterns of tiles without needing to do the level design work to add variation. I also don’t want to do the art work to create a ton of different variations. This kind of look is iconic to the Metroid series and it just really helps break up the repeating patterns.
So I set up a simple algorithm to add some randomization. It searches for these blue rock tiles that are surround by that same tile. The it randomly swaps it for 3 other tiles and applies some rotation and mirroring to further mix it up. It is super simple but I may use some more complex algorithms in the future. This kind of thing will be a big help on both the art and level design side.
I’ve worked on many games, but I want to talk a little about how this specific project evolved because I’ve actually been working on it for over a decade!
Almost 10 years ago I first posted about it on the Box2D fourms. I was talking about building my own game engine to make an adventure game spanning a circular planet. At that point I had a very rough prototype of the game with the circular gravity mechanics in place. It was a totally different game then, but the overall shape of the map has not changed much.
Keep reading to learn more about Piroot’s origins…
Today I am announcing the game that I have been working on, please enjoy this short video that introduces the gameplay…
Unfortunately my version of WordPress chokes on the actual name so here I’ll just have to just call it Piroot. In this game you will experience an epic story that will literally span an entire planet. You will begin with only the ability to roll and end flying around the planet with relative ease. The technology that I have developed allows for an extremely attractive looking and smooth running open world game with no load times. The game includes a fully integrated level editor for people who want to make their own adventures and uses my own open source game engine.
Keep reading for more info and demo download.
On the popular YouTube math channel StandUpMaths, they recently asked: How thick would a coin need to be so it landed on it’s side 1/3 of the time, making it a fair three sided coin?
It turns out, this is difficult to predict mathematically and they weren’t able to come up with a decisive answer. So I wanted to try simulating the experiment, to do thousands of flips and track the results. Keep reading for the full explanation and a reasonable stab at the answer.
I’ve been working on some recursive shaders with Shadertoy…
“Marble Manic” is a procedural generated Marble Madness style game made to look like a game for the original Nintendo Game Boy. I made it for GBJam 5 at twitch.io in about a week in Unreal Engine 4. I experimented with many new things on this game jam, most noticeably working with super low-fi graphics in UE4. The result turned out pretty well though it could have used some fine tuning. It placed 205 out of 402 entries. Post mortem and download after the jump.