nuclear

LD23

In the beginning there was the teapot

Just started coding my first ludum dare ever. I’m not sure I’ll have the time to complete anything, as I’ll probably won’t be able to do much for most of sunday but I think It’ll be fun either way :)

Here’s a shot of the humble beginnings of my attempt. All my OpenGL programs start with a teapot :)

Time to go to sleep in order to start working on the actual game as soon as possible.

Intravenous-Interventor – first day progress

I’ll probably not get much more done today before going to sleep. Hopefully I’ll be able to continue tomorrow. If not, well, it was fun so far :)

My game is called “intravenous interventor”, it’s about a tiny ship that moves inside the veins and is tasked to destroy all viral cells and fatty lipids before they accumulate. The controls are first-person mouselook approximately descent-style.

I’m writting it in C and C++, with OpenGL, and GLSL shaders.

LD27

Progress shot of “Deepstone”

Ok so I think that once again I started writting something over-ambitious, but anyway here’s my progress shot after the first day of coding on my MS-DOS first person dungeon crawler game (not gonna happen): Deepstone…. (details after the pic).

 

Deepstone under development

I’m running this on my old Pentium 200mmx MS-DOS machine, as seen in the pic. It still sucks a lot, but I’ve got crappy affine texture mapped polygons, 256 color palette managment which automatically manages the gouraud shading color ramps on textured polygons, 3D polygon clipping,  and first person shooter-like camera control with free mouselook.

It’s not all from scratch; some of the code I’ve ripped out of a simpler DOS 3D hack I wrote about a year ago. For the most part what I did today was port the code from 16bit BorlandC to 32bit WatcomC, rewrite the rasterizer, write a 3D polygon clipper, and fix horrible bugs all over the place. The 3D scene in this shot was ineptly created in blender.

The idea, which doesn’t look like is going to happen, is to have the player walk around a small pre-modelled dungeon, and collect treasure, while ideally fighting a couple of “monsters”. Realistically, it’s very unlikely that I’ll find time to add monsters, so it might become just a dungeon “exploration” “game” (note the amount of quotation marks :)

Tags: DOS, dungeon crawler, MiniLD #45, software rendering

LD33

I’m possibly in…

I think I’ll attempt to do something if time allows. Theme seems interesting enough, and I already have a few ideas. Going to be using C++, OpenGL, and all my free/open source libraries if I do end up doing anything: https://github.com/jtsiomb

Have fun everyone.

LD33 Progress

I started working on my entry for LD33 after all, and although it still seems highly unlikely that I’ll finish it in time, I’ll go with it for as long as it’s fun. Maybe the jam deadline is more reasonable…

The concept goes like this: you’re Blobby the dragon, hoarding your treasure in a dark(ish) dungeon. From time to time, greedy adventurers stumble into your halls, attempting to steal your gold and gems. This aggression will not stand (man), and you’ll have to move fast and burn them with your fire before they reach your stash.

Anyhow, here’s a progress shot, and short explanation of what I’m doing:
shot02

I’m experimenting with making a procedural “dragon” head & neck, out of metaballs and meta-bezier-curves plus a couple of strategically placed detail objects (like horns). Moving the mouse will move the end points of a bezier curve (see shot above), thus moving the dragon’s head and neck around. Clicking the mouse will make it shoot fire (particles), burning the adventurers, which more than likely will just mindlessly charge directly towards the dragon.

Btw, not using any 3rd party code or engines for this. It’s all more or less from scratch with OpenGL, using some of my own, free software libraries. All the geometry so far is procedurally generated.

Unfinished LD#33 game progress shots

I didn’t find the time to finish my entry for LD33, so I thought I’d post my progress shots here for posterity, showing how far I’ve managed to take it:

shot02

shot03

shot04

Maybe I’ll manage to finish something next time.

Tags: LD33, ld33 postmortem, opengl

Stereoscopic tunnel for October Challenge 2015

stereotunnel icon

Hello fellow ludum-dare-ers!
So I split my october in half, wanting to maximize on my chances of crossing the finish line with *something* that makes $1.

First half I cleaned up and fixed a hack I’ve made a few years back. It’s not exactly a game, but it’s got 3D graphics so close enough for me; it’s a stereoscopic 3D tunnel effect. Made a cool menu GUI for it, fixed a couple of stupid bugs, and uploaded to the iOS app-store as free with ads, which was a very enlightening experience.
Turns out, I was done with the code first week of october, but only managed to get it approved, with ads running, 2 days ago! So lesson learned: if I want to release something on the appstore, and have it up at a specific point in time, do it a month early :)

I also decided to release the code under the GNU GPLv3, because what I’ve ended up with, is a very nice example (I think) of a simple UNIX make-based build system for building cross-platform mobile apps. This code currently builds on PC (linux/mac at least, I think also windows but haven’t tested), iOS and Android. iOS has it’s own xcode project (included), but everything else builds from my makefile.

Github source code
iOS appstore page (or search for “stereoscopic tunnel” on the store on an iOS device).

Please check it out if you have an iOS device (it’s free with ads), because right now I’ve just made 40 cents off the ads, and I want to hit the full glorious dollar by the end of october to feel like I’ve accomplished the October challenge :)

bump_sz35

The second half of october I was making an actual game. It’s obviously not done, but I’ll extend my own personal october challenge to november, because I really want to release this before the holidays, as it’s an xmas-themed game. I’ll edit this post with extra info if I ever manage to finish, release it and make money out of that one. For now I’ll leave you with a development screenshot:

xmas_inferno_shot

Tags: android, C++, iOS, mobile, october challange, october challenge 2015, opengl, postmortem

Ludum Dare 37

Just starting

I think I’ll take a stab at this. Hopefully I’ll keep at it this time and not trail off after a few hours. If I make it, it’s going to be a (optionally) VR game for GNU/Linux and windows, written in C++ with OpenGL for rendering, and using a ton of my free software libraries, and random code ripped from my other projects; see http://github.com/jtsiomb and http://nuclear.mutantstargoat.com/hg.

Here’s a completely pointless doodle/concept of the One Room I want to make for this:

Ludum Dare 37 “One Room” – concept

LD #37 first (half) day progress.

Spent all night modelling the room in blender, and it’s not close to finished yet. Grew sick and tired of boring modelling, so I then pulled code from my free software projects, and loaded a test export of the unfinished room with assimp.

Here’s a screenshot of the first real-time rendering of my room. Rudimentary GL fixed function lighting, and walking around in first person without collisions:

Ludum Dare 37 “One Room” – progress 01

Tags: LD #37, opengl, progress

Ludum Dare 45

Starting with a twist on the theme

I decided to attempt to make a game for this event, and even though I'll probably not be able to finish it, I still think it's worth sharing the idea.

I'm making a game that twists the theme. Instead of the game mechanics being bound to the theme, the development of the game is. I'm eschewing any and all modern game development tools and abstractions: engines, graphics API's, high level languages, and even operating systems, in favour of starting with absolutely nothing.

Starting with a cold bare metal machine, my game code (written in assembly), loads itself into memory, takes control of the computer, and runs until the computer is rebooted.

In the spirit of starting from nothing, I'm using no previous code. Everything is written from scratch for this game.

Here's the first "progress" shot. A hello world shot, booting up and painting the screen red (here running on an emulator): shot01-helloworld.png

I hope I find the time to have something playable at the end, but even if not, I still liked the idea enough to post this :) Let me know what you think.

edit: if you wish to follow along, clone this git repo, and try to pull from time to time: http://nuclear.mutantstargoat.com/git/ld45startnothing

Bare metal shoot'em up progress

As I thought, I couldn't find enough time during the weekend to work on my game for this. And I definitely won't be able to finish it even for the jam. However I still think I'm going to work on it the next few days just for the fun of it.

So far I implemented a compiled sprites mechanism, made a couple of sprites in gimp, and I'm now showing the spaceship sprite on screen.

shot02-firstsprite.png

The tool I used to take an image and output code and the jump table for each sprite was adapted from another one of my projects.

I also switched from 16bit to 32bit assembly, to remove the headache with having to juggle different segments to fit the assets. My boot loader which I wrote on saturday now loads a second stage boot loader which handles all the protected mode setup and main program loading at the 1MB mark using unreal mode. This second stage boot loader (src/boot/boot.asm) was again adapted from another one of my projects: https://github.com/jtsiomb/256boss

The last thing I did before going to work today, was to start on the interrupt code, to write a keyboard driver for input.

Again if you want to follow along the next few days until I invariably get bored with this, clone the git repo (doesn't include the data files yet. I'll post a second repo for those as an edit later today): http://nuclear.mutantstargoat.com/git/ld45startnothing

Ludum Dare 46

Save the penguin (joining the jam)

We'll attempt to join the jam, with our "save the penguin" game. You must help a penguin return to its nest before the submerged tentacle monster gets it. The penguin is too scared to go into the water, so it will jump from one patch of ice to another, and you need to float patches of ice into its path.

Not sure if we can finish, but it's been fun so far. Here's a progress gif:

ld46_waves.gif

Save the penguin (jam) progress - physics and water rendering

Less than one day left for the jam. Here's a progress shot of our "save the penguin" game. The physics for floating patches of ice into the path of the penguin, to help it jump to safety, seems to work fine. Now it's time to render them appropriately and let the penguin hop onto them...

ld46_progress2.gif

Save the penguin, unfinished jam submission.

So we didn't manage to finish in time, but we had fun nontheless. And I think it's fun to play with the water physics and watch the penguin hop from ice patch to ice patch, even though there's no real objective.

This was written in C and C++ with OpenGL. No engine or game frameworks, some pre-existing code was used. Released archives include full source code and pre-compiled binaries for windows and GNU/Linux.

Try it and let us know what you think!

https://www.youtube.com/watch?v=Lk4V1VNvSYk

Jam entry: https://ldjam.com/events/ludum-dare/46/save-the-penguin