wilbefast

LD24

LINUX for the win

Hey there!

I’m William (aka wilbefast) and I make games for Linux 😀 … and sometimes Windows, Android and the Web. I look forward to making games with you!

I’ll be participating from France with a bunch of friends, each making their own game but doing so together to keep each-other motivated :) We’ll be live-streaming, etc, so please feel free to stalk us.

Depending on the theme I may use HTML5 (javascript) or LWJGL (Java), and I’ll probably borrow bits of code from various projects I’ve posted to github or my website. Maybe. In my experience one should never be too prepared for a jam.

Looking forward to playing your games, though bear in mind I’ll be playing those which run on Linux first for convenience sake… actually I’m hoping there’ll be enough that I never need to boot up Windows (sorry guys).

Not looking to win, just to have fun: looking forward!

 

Comments

rustybroomhandle
23. Aug 2012 · 18:36 UTC
I’ll keep an eye open for your entry. :)
hilaia
23. Aug 2012 · 18:40 UTC
Hey!

Watch the game take form!

Since we’re participating from Europe, we received the theme at 3am and slept on it 😉 This morning I had a great idea based around the Bacterial Resistance: enemies will have 3 resistances display in their R, G and B channels. They will mutate with each generation, but by and large should become harder to kill simply because of natural selection.

The goal is to exterminate them all before they reach plague proportions!

Obviously it would be boring to wipe out germs, so instead we’ll be exterminating kittens. Hurrah!

Want to stay up to date with development? Go to my Ludum Dare game page: there are links to the base-code I’m using, github repository, my (real) website and and rolling-release version of the game itself (so far pretty basic).

Tags: exterminate, flamethrower, kittens, napalm

LD25

Ludum Dare at University Montpellier 2

Hi all :)

This is my second Ludum Dare and my 7th jam, though I still have a lot to learn about making games 😉 Here is my entry from last year.

I’ve organised an real-world gathering this year at the University Montpellier 2 with the help of Gaeel, my fellow Brit’ in Southern France, and a few other people. The faculty has been great, but we only had confirmation and security permissions at the last minute, so we can’t invite any more participants (though visitors can come by Saturday morning). There will be around 14 of us in total, including Guillaume from Swing Swing Submarine and Pierre from Oujevipo. It’s going to be legend… wait for it… dary!

We also plan to stream the event as of Saturday midday using the university’s web-tv.

That said the organisation has eaten up all my spare time this last fortnight and I have a number of projects to hand in next week, so I may have to hijack the dare to work on technology for either:

I’m a bit sad about this :'( Both of which are open-source projects – In this case I’ll develop code tangentially to the base… I’m not sure how kosher this is, probably not at all. I also predict that organisation during the event will eat up a considerable amount of the 48 hour period, so I may not end up with much  – that said I’m super psyched about this event and happy to provide others will a cool working environment :)

Happy New Dare everyone 😀

 

Tags: gaeel, montpellier, oujevipo, swing swing submarine, university, webtv

Live-stream is go!

Ludum Dare Montpellier has assembled! Currently live-streaming our… checking that the live-stream works 😛 We’ll have to cut the feed between 9:00 and 13:00 tomorrow (GMT+1) but otherwise we’ll be live :)

participants_arrive

Can you spot the Swing Swing Submarine developer?

Tags: livestream, montpellier, swing swing submarine

Comments

14. Dec 2012 · 22:42 UTC
Awesome awesome. I love strategically placed webcams. :)

F*ck it all!

Right, I’m sick of doing course-work surrounded by people doing a game jam, so I’ve decided to make a game as well. In 2 hours and 10 minutes. Time starts. Now.

Montpellier gathering post-mortem

The Montpellier real-world gathering was a great success, and hopefully we’ll be able to organise a similar gathering next time around :)

Here you can see Gaael and FlowerPower engaged in “witty” banter while Pierrec (in Black), Niavlys (blond), Doelia and company are hard at work. On the right you can see our buffet (the participants got a LOT of food) and Christmas tree, and perched up on top of the mainframe in the corner of the room is the web-cam we used to stream the event.

Gaeel, Agamgad and I did a radio interview for the event. We were also all interviewed on site by Fight4Game, who’ll be putting cutting together an interview and putting it on their site. I was called in on Saturday morning to present the event (as the “final boss”) in French after 15 minutes of sleep, so I can’t vouch for anything I said 😮

Interview by Fight4Game

In the background you can see the projector where we put up the countdown, the LD twitter feed and the live-stream, depending on the overall mood.

I’ve gathered together list of the games produced by the participants. Unfortunately I’m not on it myself: I spent a lot of time getting things ready and as a result had to spend the weekend catching up on course-work rather than making games :(

Hopefully next-time we’ll have the process a bit more stream-lined – I can’t wait: after seeing all these amazing entries come together I’m aching to make a game 😀

 

“The quite annoying league” by Pierrec

Pierre had a rather bad experience on the train coming over from Marseille – you’d never guess 😛 This is my personal “coup de coeur”, and if it wins a medal I’m claiming 100% of the credit: after all if Pierre hadn’t taken the train to come join us he’d never have been so… inspired. Made with AGS (Windows).

The quite annoying league by pierrec

 

“Trainsaw” by Znoraka

The French rail-service seems to have been an inspiration for more than one participant 😉 Made with Java.

 

“Godwin” by nitramgc

Swing Swing Submarine’s epically-bearded programmer apparently doesn’t like Batma- euh I mean “Bhatmann”- very much. Swing Swing are awesome: you should buy their game. Immediately. Made with Unity (Windows / Web).

Godwin by nitramgc

 

“Fuuuuuu” by Agamgad

A game about anger-management through the destruction of inanimate objects. My friend’s first ever game – a stepping-stone to greatness 😉 Made with Game Maker (Windows).

Fuuuuuu by Agamgad

 


“For the love of the king”
by FlowerPower

Sometimes the ends justify the means, even if the means involve the mass slaughter of poor people so the rich don’t starve. Reminds me of the economic crisis. Made using HTML 5.

For the love of the king by FlowerPower

 

“Villain – the game” by Arihy

Another first game made in 48 hours. The Ludum Dare is a good way to start in my opinion :) Made using Unity (Windows / Web).

Villain - the game by Arihy

 

“Somso” by Niavlys

Niavlys was very indecisive, so ended up making multiple prototypes before settling on one. It’s rather abstract, but the movement feels good and you can tell he had fun with the procedural sound-effects! Made with HTML 5.

Somso by Niavlys

 

“Crobal and friends” by Gaeel

A game about a happy monster who just wants to play. Gaeel (who is Welsh and isn’t called Gaeel) decided to teach himself LWJGL, OpenGL and procedural animation in 48 hours: what a show-off! Made using Java (LWJGL OpenGL).

Crobal and friends by Gaeel

 

“Minelia” by Doelia

A cross between mine-sweeper and tower-defence. For those who don’t speak French “Niveau” = “Level”, “Cibles restantes” = “Remaining targets” and “Recommencer” = “Restart”. Made using HTML 5.

Minelia by Doelia

Tags: France, gathering, irl, montpellier, real, um2, university

Video interview: LD Montpellier (French)

We were interviewed on fight4game during Ludum Dare 25, and the footage has finally been edited and released: I’m afraid it’s all in French, but you get a decent look at the room were were in :)

I can’t seem to embed youtube videos, so here is a direct link.

I want to point out for those who do speak French that I was exhausted (this was taken Saturday morning: remember that in France we start at 3am) and that French isn’t my mother-tongue – sure, I repeat myself a lot, but considering the circumstances I think it went pretty well :)

Tags: fight4game, interview, montpellier, video

Wilbefast timelapse (ld25)

I finally got around to posting my Ludum Dare 25 time-lapse, accompanied with some idle musings and some epic open (GPL3) music :)

Check it out!

http://youtu.be/90V72BQvPOo

A few notes in case you were wondering:

  • OS is Fedora 17 with XFCE
  • IDEs are Code::Blocks (for C++) and Netbeans (for Java)
  • Blender for 3D modeling
  • GIMP for sprites and for texturing
  • the scrot command-line program was used to capture images periodically:

function capture
{
  local name=$(date +%s).png
  scrot $name
  echo $name
}
while (true)
do
  capture;
  sleep 10
done

  • ffmpeg was used to compile these images into a video:

n=0
for old in *.png; do
  new=$(printf “%06d.png” ${n})
  mv ${old} ${new}
  let n=n+1
done
ffmpeg -b 1800 -r 30 -i %06d.png -vcodec libx264 -crf 0 -vpre lossless_ultrafast -threads 0 out.mkv

  • Audacity was used to capture and clean the audio
  • OpenShot was used to edit and to compile the final video

Tags: blender, code::blocks, ffmpeg, GIMP, montpellier, netbeans, screen capture, scrot, timelapse, xfce

LD26

Ludum Dare real-world gathering: Montpellier, France

Our little association Baptême du jeu (originally a Facebook group) has teamed up with Kawenga to organise our second Ludum Dare real-world gathering ^^ Here’s a teaser poster (awesome pixel pirate by PixelBlock):

montpellier Ludum Dare 48

We’re charging 7€ for food (a jammer jams on his stomach), and if you’re not already a member of Kawenga you’ll need to sign up for a year’s membership for another 8€. You can sign-up here. We only have about 50 places, so don’t dilly-dally 😉

Tags: France, gathering, irl, Kawenga, LD #26, montpellier, real, real world

CHI 2013 Game Jam

There are still a few places left at our Montpellier event in Southern France, so if you’re in the neighbourhood go here and sign up!

Although I’m one of the Montpellier organisers, I’ll actually be in Paris for the LD participating in the CHI 2013 conference’s Game Jam – funny how there things pan out. But apparently the organiser of this event may be tagging along with the LD theme, so I won’t have to miss out after all. It’ll be my first time straddling multiple LD events in different cities :) so hurrah, and stuff 😀

Comments

landofgames
21. Apr 2013 · 18:56 UTC
Yes you can, but you will need to make the source source available.

Heart Attack – carpal-tunnel edition

The Paris “Computer Human Interaction 2013” game jam was very… different. Researchers are odd people, not at all like most jammers.

Anyway, we played around a bit with a heart-beat monitor. Or rather I made a prototype which worked with the keyboard using processing (first time, but pretty easy to pick up) while the others got the Arduino to work. This evening I’ve polished up the keyboard version a little to submit as my compo entry.

Yeah sue me: the game logic is all mine, with no external code or assets, and done in 48 hours. It’s also plenty minimalistic, and not unintentionally 😉

screen

Not like this entry is going to win any medals, but I thought I’d put it up anyway: failures are just as important as successes, they teach us what not to do next time. As for what exactly it is that I shouldn’t do next time… well I think I may have to sleep on that 😛

 

LD27

EGGZ

Good new everyone 😀

EGGZ is a real-time strategy game with eggz in it…

MENU-background-alternate

I was really happy to hear that there’s a 7 Day RTS, because I really love RTS game – it’s a pity more indies don’t make them!

Anyhow, we held this friendly multiplayer oriented game jam called the “Funky Future” last weekend, so I decided to make a single-screen competitive RTS controlled with the keyboard (or a gamepad) and with no elimination. The game was basically finished last weekend, but I’ve been tweaking it and doing bugfixes since then.

Eggz is sort of based on my previous “Funky Future” entry, an HTML 5 network game called Hubris, in the sense that all the resources are on the map: players don’t have a resource “pool”, their units are their resources.

Eggz placeholder art

Day 1

I’ve had a lot of people compare it to a sort of real-time Go: your eggz need fertile ground to grow on, and when fully grown can hatch into various static units which can defend the surrounding area. You can also steal your opponents eggz and drop them on infertile ground or next to your towers, just to annoy them. The goal is to capture 51% of the map.

Eggz 7 day version

Day 7

I still have a couple more tweaks I’d like to do, and I should probably write an AI so you can play by yourself. I have compiled a build, but the source (love2d lua) is up on github under LGPL when a build is ready I’ll pop it over on the LD game page.

Tags: #7DRTS, eggz, flying, gamepad, MiniLD, MiniLD #44, RTS, strategy, tower attack, tower defense

EGGZ builds and timelapse!

EGGZ is a real-time strategy game with eggz in it – click on the EGGZ for a sweet 48-hour timelapse EGGlapse 😀

MENU-background-alternate

Click here for 48 hours of EGGy goodness :D

As mentioned in my last post Eggz was essentially finished in 48 hours, though they’ve been a couple of bug-fixes and enhancements since then. I’ve also been very lazy about building a version for distribution, but I’ve finally gotten around to it:

Lightweight .love file for Linux, Mac and Windows user with LÖVE installed

Cross-platform .love file

Windows executable

Windows .exe and .dll files

Unfortunately the game has no AI, so if you don’t have a friend to play with you’re not going to get much out of the game :(

I’ve drawn up a quick state-machine that should play the game adequately but it’s not going to be in the 7dRTS version I’m afraid. Check the game page for any post compo improvements :)

 

Looking forward to playing your games guys, I really love RTSs – let’s revive this genre 😀

Tags: #7DRTS, competitive, crossplatform, eggz, linux, Love, love2d, lua, mac, mini ludum dare, multiplayer, RTS, strategy, tower defense, Windows

Comments

vincepascoe
28. Jul 2013 · 22:55 UTC
making cu ai sucks I’ve worked on it every day a bit and it still swings from brainless zombie to cheating mf

TAW team for the win !

The TAW (Thomas, Antoine, William) team is in :)

Yesterday I started laying down some OpenFL base code I don’t know what kind of game we’re going to make, but I’d like to have some scene- and object-management logic down before we start 😉

I’m one of the two main organisers, with Gaeel , of the Montpellier (France) Ludum Dare gathering – we’ve just closed the sign-up form at 26 participants: this weekend is going to be epic :)

Montpellier Ludum Dare 27

You can find Gaeel “we’re in!” here. As for the TAW team, read on to find out a little more who we three are specifically 😀

 

Thomas

Thomas has worked as a visual effects supervisor at In efecto – he’s a pretty badass 3D artist: you can see some of his work on Youtube and Vimeo.

Sarah short-film screenshot

Sarah short-film screenshot

We’re going to make him work in 2D though, because we use Unity every day at work and we’re sick of it. This should be interesting!

Antoine

E-Virtuoses prize

Antoine has a PhD in Computer Science, owns a small serious games company and makes short films in his spare time (read: he doesn’t sleep much).

His hobbies include running, hitting people (martial arts) and being under-dressed when accepting awards at conferences. Antoine is good at keeping the big-picture in mind, so he’ll be project lead – though he’ll also being doing a good amount of programming as well (he better 😉 )

William

eggz2

As for me, well I just make games and organise game-making events 😉 I’ll be working on design and programming, additional art, sound and music. This time we’ll be using OpenFL , and I myself will be using the following tools:

  • GIMP
  • Audacity
  • SFXR
  • Renoise
  • Sublime Text

I’ll also build a timelapse as usual (using scrot and ffmpeg), but you’ll have to wait until after the event to watch it 😉

 

Good luck everyone, see you on the other side!

Tags: montpellier, NaturalPad, openfl, taw team, werein

Jamming with OpenFL

Time for our post-mortem :)

I won’t re-introduce the team, you can go to our “we’re in” post for that. Basically there were 3 of us and we’re pretty awesome!

So what happened?

Well, we made a time-bending tower-defence game called “10 Second Onslaught”. It’s about an onslaught you see, and the onslaught in question lasts 10 seconds:

10 second onslaught awesome

The game wasn’t really “finished” after 72 hours even though it’s completely playable. I’m actually glad we were over-ambitious though: it’s a good beginning and something I’m still working on (in a separate branch of course 😉 )

What went well?

The art pipline was probably the one thing that went particularly well. Thomas is really a 3D artist, so soon reverted back from pixel art to making models and rendering them to bitmaps. To speed things up I wrote a couple of little ImageMagick scripts to mirror and then stick these images together into sheets. Then it was just a matter of using the haxelib spritesheet to have animated characters in the game :)

What went badly?

For various reasons, mostly the technology (OpenFL) being something only I had ever used before, I ended up writing a majority of the code, which is just stupid. Next time we’re going to have to organise ourselves better.

Read on for a rather long discussion of OpenFL, including comparisons to Unity 3D and Löve 2D…

OpenFL

Our company NaturalPad uses Unity for most of our game projects – here we wanted to try something a bit different: “OpenFL”. There’s some degree of patriotism involved as Haxe and Motion Twin are both French. I’m not actually French myself, but that doesn’t stop me from being patriotic about croissants and stuff. Anyway you might remember OpenFL (called “NME” until very recently) from such games as Papers Please and Rymdkapsel.

I’m told OpenFL resembles Flash, but I’ve never used Flash so I wouldn’t know. Unfortunately developers seem to assume that anyone using OpenFL is already familiar with Flash, so their documentation isn’t as complete as it really should be. To be fair Joshua Granick is always on hand to reply to questions if you ask and, all told, this is my only real qualm with the framework so far. Well, that and the fact that installing it on a non-Ubuntu Linux is a serious pain… We started off using Doom-guy and Zergling sprites

We started off using Doom-guy and Zergling sprites as place-holders.

OpenFL vs. Unity 3D

OpenFL resembles Unity 3D in some senses: its tree-like draw-list structure for instance very much resembles Unity’s transforms. As a result scenes are constructed in the same sort of way, by linking up nodes to parents to form a hierarchy. That being said Unity is a game engine while OpenFL is just a framework for cross-platform multimedia applications. There are some OpenFL-based game engines out there, HaxeFlixel for example.

While I was happy to be using something lighter and less proprietary there were certain things I missed. Notably:

These two combined in C# make it absurdly each to find scripts and objects on the fly, something that is often central to game logic. After all, I will often want to find:

  • “all the trees within 500 pixels of the player character.”
  • “the number of enemies with full health.”
  • “the ally with a bazooka with the most ammunition.”

These queries, in Unity C#, would look something like this:

root.gameObject.GetComponentsInChildren<Tree>().Where(t => Vector3.distance(t.transform.position, transform.position) < 500);
root.gameObject.GetComponentsInChildren<Enemy>().Where(e => e.health == 100);
root.gameObject.GetComponentsInChildren<Ally>().Where(a => a.gunType == GunType.Bazooka).MaxBy(a => a.ammunition);
You’ll note that I use root objects as folders and nearly always have a root object called “Root” from which all objects inherit.

In Haxe functions are first-class citizens and so can be passed to queries unlike, say, in Java. However I just couldn’t manage to get Haxe’s templates working. Thankfully I’m wise enough now to know when something isn’t working and to move on to other things, especially during a jam. Even a good few hours were wasted trying to build a nice API for game object queries.

Next up: starcraft Command Center and dancing banana sprites

At 3:00am it seemed logical to replace the Zerglings with dancing bananas. I also added some cool music for the rest of the team to wake up to.

OpenFL vs. Löve 2D

I was able to teach my team to use “Löve 2D” only a few weeks after starting to use it, and Lua, myself. That said Löve 2D is famous for being absurdly simple to use. Want to draw something for example?

love.graphics.draw(thing, 0, 0);

Even though I’d already finished one simple game using OpenFL (or rather NME) I think the framework is just a lot more complicated than Löve. You’re not telling the machine when and where to draw, rather you’re build and maintaining the elaborate draw-list tree structure. I also had a real person teaching me Löve rather than figuring it out myself, and Löve has far better documentation.

All this combined to make it very difficult for me to delegate tasks to the novice programmer on our team. I didn’t really know what I was doing myself! As a result he wasn’t able to make a particularly meaningful contribution to the project, which I’m not terribly happy about.

Most of the sprites in the game, though the colony sprite is still missing

We didn’t want to go with generic insectoid aliens for the monsters, so instead they were based on Wig-wigs… with huge eyebrows. Apparently the eyebrows were based on mine. Not sure how I feel about that.

 

OpenFL vs. user interfaces

Speaking of not knowing what you’re doing: it was brought home to me with this project that I haven’t done enough interface-heavy game to know how to properly structure interface code. Generally-speaking my games have been sprite-heavy with plenty of AI and collision code, but the controls have tended to be direct mappings from a keyboard or gamepad to an action in the game.

Here we wanted a game that could be ported to mobile devices, so it needed to work with an extreme economy of input:

  • touch
  • drag
  • release
Here's what the game looks like now!

Here’s what the game looks like now!

That said the player needs to be able to do a lot of things:

  • buy and place units
    • choose unit type
    • choose positions in space
    • choose position in time
  • modify previous unit placement
    • move through space
    • move through time
    • “sell” unit
  • start the onslaught
  • stop the onslaught

One of the advantages of OpenFL is that it is extremely good for exactly this kind of user interface. As mentioned before however, I wasn’t necessarily experienced enough with it to make the most of it.

Some of these interactions ended up being coded using static buttons but a lot of it was contextual menus. Because I’m not very experienced doing this kind of code the result was a bunch of tangled events and callbacks roped randomly through the code-base.

I’m not altogether sure how one “should” structure interface code for it to be “clean”, but it’s certainly not the way we structured ours!

Tags: C sharp, C++, CSharp, flash, Flixel, haXe, HaXeFlixel, lambda, Linq, montpellier, motion twin, natoine, NaturalPad, nme, npui, openfl, post-mortem, taw, unity, Unity 3D, wilbefast

Comments

11. Sep 2013 · 16:06 UTC
Thanks for the insights. I’m still thinking about using Haxe/OpenFL for a smaller project, so this was useful.

LD28

“No kill” is more inspiring…

… than “you only get one” in my humble opinion. Then again the theme always leaves me cold to begin with 😛 I’m going to be focusing on making an interesting non-violent game first and a “you only get one” game second though I think.

Technology :

  • Sublime Text 2
  • Love 2D 0.9.0
  • GIMP
  • Audacity
  • Renoise

Good luck y’all 😀

Tags: #NOKILL

LD29

Kraken pool party!

Beneath the surface, the Kraken awakens!

We’re making a party game where each player controls a different tentacle of the Kraken. So basically we’re ripping off Crawl hardcore 😉 Also Death Worm. Only it’s multiplayer so it’s cool.

The game will probably look absolutely nothing like this (click to zoom):

Kraken pool party, a party game about krakens and parties.

Kraken pool party, a party game about krakens and parties.

The Kraken can block projectiles and smash ships, and move itself around my grabbing the sea floor. It can also pick up animals and sailors and put them in its gaping maw of death!

 

 

We’re using Unity 3D because we’re lazy.

Tags: crawl, death worm, kraken, NaturalPad, party, Pool, powerhoof, wilbefast

Comments

01F0
26. Apr 2014 · 14:13 UTC
This looks epic! Can’t wait to try it out 😀

Kraken pool party post-mortem

It’s party time 😀

“Kraken Pool Party” is a game about a schizophrenic Kraken. Each player controls a different tentacle: may the most tentacle-y tentacle win 😀

As predicted the game looks nothing like my mockup 😉

A lot of the initial features didn’t meet the cut, but since we applied McFunkpantsrolling MVP philosophy we were able to fall back on our most recent working version about 30 minutes before the end of the jam (at 2:30AM French time) and submit with no stress :)

To be precise the game ends after a fixed time rather than when the Kraken is killed by the enemies. The enemies don’t even attack, and no sailors fall into the water (so there’s nothing to eat). We did manage to implements all the important features though (moving, grabbing, smashing, throwing, title, score screen, etc): it’s a complete game albeit a limited one :)

 

So this kind of agile, iterative development strategy can work extremely well, it just means spending a lot of time and energy guiding the project, and a considerable amount of discipline (because we all want to implement all the features)!

Implement all the things!

Looking forward to playing your games 😀

Tags: crawl, death worm, kraken, kraken pool party, NaturalPad, party, Pool, powerhoof, wilbefast

LD31

I’m in… Bordeaux

Yeah yeah, sorry for the late 😉

Wilbefast

 

 

 

 

 

Ludum Dare, unlike many jams, can be done anywhere you like. So I left Paris to do it in Bordeaux with the Motion Twin guys!

Motion Twin, Bordeaux

My chair is the orange one

I was rather riding on “Snowman” so this whole “Single screen” thing is a bit of a pain in the butt. Ah well 😛

I was also hoping on using Haxe and Heaps, but work was pretty full-on so I didn’t have time to get it working. So it’ll just be Love 2D as usual. Old faithful 😉

Github repository here.

Good luck y’all, see you on the other side!

W.

 

Tags: bordeaux, haXe, Heaps, Love, love2d, motion twin, snowman

Comments

freaknarf
06. Dec 2014 · 08:08 UTC
Bonne chance mec il devrait y avoir 2 jeux bordelais au moins alors 😉
06. Dec 2014 · 11:46 UTC
Deux jeux fait chez la Motion Twin, il me tarde de voir ça, car le résultat est excellent en général 😉 !

G’night *_*

Insufficient… sleeping… arrangements…

 

The game’s going pretty well though :) So well in fact that I’ve taken the liberty of creating its page early.

It looks like this:

Twilight of Humanity

Twilight of Humanity

I spent a long time getting the lighting down to pat, including ridiculous numbers of render targets, blending f*ckery and colour temperature theory in order to get the day-night cycle looking right. Yeah because I have a day-night cycle in my game 😉 Yay!

Anyway yeah, g’night :)

W.

 

Tags: Twilight of humanity