Yearly Archives: 2014
The tentacle now attacks correctly (finally!)… I changed the gameplay mechanic (because this one was too easy if you kept moving), so now the tentacle leaves a patch on the ground which damages the player when stepped on: Not the final visuals, though… I also want to add a “column” to it, so that if […]
Not much going on, DayJob has been taking its toll and I haven’t had much time to work on the game… Tomorrow, I’m flying for the IBC in the Netherlands, so I won’t have any time to work on the game (I have some posts to cover that time, so you’ll have fresh updates, even […]
Still working on the tentacle animation… There are so many things that can wrong on planning the path, I’m getting really frustrated with it! Every time I think I’m close to a solution, I find some new fringe state which screws everything up! About 15% of the time, the tentacle overshoots the target position, and […]
Today I finished the tentacle animation… It took me a long time to get right, and it’s not exactly bullet proof, but I think that for the game it’s good enough: You can see it in movement here: Basically, for every control point in the bezier, I choose a random plane, and move the control […]
Finally! Had to give up on the idea of using a ray-marching style algorithm, or most of the algorithms that generated the texture on the fly… The amount of iterations most of them require would require a high-end machine, and then I’d need to have a fallback, etc… For such a low tech game, I […]
More experiences with the shaders… As you might have seen, I haven’t had much time to work on the game, so I’ve not been very productive… Besides, playing with shaders is fun and time-consuming… I’m trying a different approach to the effect… Now I’m trying a more “space travel/warp speed” kind of effect: It looks […]
Still working on the special effect I mentioned yesterday… Another part of the effect is that I want to look like the extruded volume is looking into another place… For now, I’m trying to figure out how to make a nifty effect based on screen position, although it might not be the right approach… Based […]
For the last boss, I need to make a special effect, and for that effect I need to extrude a bezier curve along a path, and to texture that bezier with pulsating colors… This is the result so far: I can just remember a vomit tentacle of sort… The texture was something I was using […]
Today I had a friend of mine coming by and seeing the game… He kindly offered to work on the UI of the game, which is awesome. He’s a very talented artist, so we here welcome his help! I’m sure we will go from this: to something that looks good! Now listening to “Universal Migrator, […]
Since today’s my birthday, no coding work, just played the intro sequence of the game to see if I’ve broken something with the latest changes… So far, so good! Link of the Day: Planetary Annihilation is one of those Kickstarter success stories that are almost coming out, and it looks great (and fun!)… Here’s the […]