Engineer
Below are some progress shots of our character making workflow, from initial concept sketch to finished mesh with textures. […]
Wednesday Art Update
Well, I’m busy playing Diablo 3. In the mean time, have some art. Click for bigness, as usual. And here’s a pic of my process with the Lizbeth piece. […]
Painting | sworcery AV jam Painting | sworcery AV jam...
Painting | sworcery AV jam Painting | sworcery AV jam Submitted a painting to the sword and sworcery art jam. So many amazing entries. […]
PFS: Videos
Here are 8 gameplay videos for the upcoming iOS game, Pure Fun Soccer, which I am working on. Please enjoy and share […]
INISystem: Updated Tutorial
So with the 2.0 release of INISystem there comes a bunch of breaking changes code side. So this is an updated tutorial showing some basic usage.Loading an .ini file called config, that doesn't require Unity specific DataTypes.INIContent config;try{ config = INIFile.Read("config.ini"); // Reads the file from disk.}catch (System.IO.FileNotFoundE […]
inXile and Unity and Kickstarter promises
inXile has revealed that they will be using Unity engine for Wasteland 2. While people seem to be arguing what this means for how ‘AAA’ the game will look (hint : they don’t have the budget to afford the number of artists needed to make art for a AAA title, so it’s irrelevant), I have a different question : Did they settle on Unity before or after their kick […]
Wasteland Ideas
When WASTELAND 2 was announced, like Im sure everyone who has enjoyed Fallout, I let out a ‘woop woop!’. A proper, non-first-person post apocalyptic RPG? Thats the stuff I dream about! I’m sure I’ve mentioned this before, but before STASIS was set on The Groomlake, I wanted to make an Adventure Game set in a post apocalyptic world. Here is my take on some sc […]
[Freelance] Artist/Animator/Modeller at Jonathan
Location: JohannesburgDescription: Looking for someone to quote on producing artwork, models and animation for a game. Targeting mobile devices and PC, so low poly work required. Texturing is required. The animated models are mechanical in nature. Please contact me for more details if interested.Apply to this job […]
Random Room Maze Experiment Continued
Having ~45 minutes total free today, I decided to do what I suggested; things that would make the algorithm more useful (from my last post). The changes I made were: Made the rectangles a list, only populating the list initially with 1 Rectangle Added functions to help checking against the list for whether there was an intersection (or a point is in a rectan […]
WIP: Pure Fun Soccer
I’m currently working on a game, Pure Fun Soccer with a bunch of cool, talented people. It will be available on iOS in July. Below are a few screenshots and concept art. More info to follow soon, including videos. Links: Twitter: https://twitter.com/#!/PureFunSoccer Facebook: http://www.facebook.com/PureFunSoccer Website (coming soon): http://www.purefungame […]
Random Room Maze Experiment
So, today, I took a break from studying, and decided to try working on my own random dungeon generation. My goal was simple. Create 3 random rooms, and connect them. My limitations were also simple, do it in C++, do it will minimal algorithmic implementation (as in A* and the likes thereof). The end result I am quite happy with: The first steps are quite eas […]
A Wild Video appears! It uses ‘Annoying Static!’
Hi! Long time no see! Can you forgive me for my long leave of absence? What if I offer you not one, but two video updates? Sound is a bit crap, static and stuff, apologies. Still figuring this stuff out and I need a better mic. Adjust the sound ’till it’s tolerable, please. Also, enlarge the player to see more detail on the second video, youtube shrunk it. B […]
Loopholes in Game Design
I had just finished working on my latest card game; I was rather chuffed with it: the rules were elegant and nuanced: there was a wealth of strategies you could use in the game. I explained the rules to two friends, and they began to play. I was expecting them to be amazed with the game. Instead, I was amazed with how one had managed to find a neat little tr […]
DevLog May 7th 2012
Back with more updates. It’s clear that responses / following is low because not too many people really understand the point of AVS. To break it down AVS (Advanced Vehicle Simulator) is exactly that : a simulator. Not in the sense of a matlab simulation but in the sense that people who are serious about flying use Flightsims – those who know their onions whe […]
Piracy – The good and the bad
Yes, I know it’s been a month, and yes, I know that I should do a proper update now. I’m writing that up on the weekend, I swear. But I saw a conversation on twitter and had some thoughts I wanted to get down that didn’t fit in the 140 character format, so I’m posting them up here. Call it thinking out loud. The discussion was the old one, about whether pira […]
Platform Independant Game Development Thoughts
So, after some careful (and in some not-as-careful) moments of consideration, my general idea for RapidXNA while useful will end up being less than ideal for what I want to achieve. The major points that are causing this can be summarised quite concisely: Portability: Reliance on XNA => Xbox 360, Windows Phone 7, Basically Linux, Mac, iOS and Android are […]

