Wednesday, September 4, 2019

Dungeon Chapters Dev 2

Work on The Dungeon Chapters has been... slow. I went several months without working on it. This seems to be a pattern with this project. But here's an update on what has been done. I just picked up working on it- again.
As you can see I've added some baddies. In addition to that, they are completely written in what I call DC, as in DungeonC. DC is fully implemented now for mod support. But that screenshot is more of the same.
That's a screenshot of the "Egypt" theme as it's known as in the code. The wall textures of the room look like they're right out of Serious Sam Advance. That's because I was going to make a remake/PC version of Serious Sam Advance but gave up on it for various reasons and the texture was meant for it. But it's not from it; it's completely my own texture.

Things that aren't clearly visible from those screenshots are things such as head bobbing and the weapons now are affected by the lighting.

I've added water. I failed to make a good animation for it but I wasn't really trying as I mostly wanted to get the code in for it to work. Twasn't difficult.

There's an isometric view left in from one of my previous projects. This screenshot also shows the cave theme. The player model used is from Quake II.

There are numerous changes underneath the screenshots in the engine that aren't visible. I've done a lot to lay down the foundations for future content.


Wednesday, January 2, 2019

The Dungeon Chapters

For a very long time (read since at least 2012) I've been working on a game that I've dubbed The Dungeon Chapters. I've gone long periods of not working on it and then scrapping the old code and I'm now around my 6th rewrite but I sortof consider it my 4th as the first two versions never got into a very game-like state. It started as Crawler Game.

Its goal is to be a procedurally generated 90s esque dungeon crawler. Though at the beginning I planned on having pre-made levels and a story without any randomization. Now the plan is to have everything be generated, including the stories and quests.

That is a screenie of a build from today. The in-dev version 0.0.41

There's not a whole lot more to say. I'm making slow but steady progress on it. I might even have a alpha release for people to play with in the coming months. But for now you'll just have to deal with pictures from its history that I put on it's page. You can see that here.

Sunday, December 30, 2018

A Matter of Life or Death

Maybe that title is too dramatic or misleading... or maybe both... I'm working on a few projects and I want to share their development soon. This blog has gone through years of nothing-ness, but once again I am going to TRY to make more updates and post interesting (at least to me) things. Let's say it's a New Year's resolution. Hopefully that Doctor Who episode turns out good and they don't do a shi- bad redesign of the Daleks. Thank you for your time, I'll be here all week.

Tuesday, July 18, 2017

Life depends on change, and renewal

About the 13th Doctor Who: they cast someone who ISN'T William Hartnell, this is an OUTRAGE! The show is absolutely ruined now (Haven't been able to watch it since 1966).

In all seriousness, I am VERY happy about Jodie Whittaker's casting as the 13th Doctor. I actually thought it was fake at first, I couldn't believe they'd cast a female Doctor. It certainly made my day! Having seen her in Broadchurch I believe she has the acting abilities to live up to the new standard that I think Capaldi has set. Something I believe very few other actors can manage. Note that Capaldi is my favorite Doctor. The only "problem" is pronouns, like when she inevitably meets himself. I was excited when Capaldi was announced and thought he'd be fantastic, but he was far more brilliant than I could have possibly imagined. I suspect the same will be true of Whittaker's Doctor. Now I have only one more thing to say- well, here we go again.

"Life depends on change, and renewal"
So said Patrick Troughton's 2nd Doctor

My blog is receiving a sort-of reboot, or regeneration perhaps? I expect the content of each post will differ greatly, given that I am very interested in approximately everything, give or take a few. I do hope someone may find it interesting. It'll be nothing wild, and the sky's the limit.

Friday, October 7, 2011

Driver SF and DMR

     I've been noticing a lot recently that game review sites have been bashing the latest game in the Driver series, Driver San Francisco. When DriverSF was first announced I was exited, I have been playing games from the Driver franchise since I was little. However, I was worried about Ubisoft putting too much DMR on this new Driver game. As it appears, I jinxed myself. Ubisoft made it so (On the PC version) you must have a constant internet connection, stating that their "always on" DMR is a success. People seem to think, and I agree, that putting more DMR on a game will not reduce piracy, but in many cases increase it. However, being a loyal Driver fan, I bought the game. I bought many of my friends the game. On September 27, I played the game for the first time. You know what? I wasn't thinking constantly about the "always on" DMR, I was thinking about the story, the gameplay, how I was going to apprehend the next suspect. This made me think about how I have treated games with strict DMR in the past. I wouldn't buy them. I wouldn't pirate them either, as I am not a pirate. Just the DMR set my decision in place NOT to buy the game. After playing DriverSF I have realized that the developers don't always have a choice to stop the DMR from being in the game. DriverSF was made by a company called Reflections Interactive, or now, Ubisoft Reflections. They were bought by Ubisoft, so Ubisoft forces their DMR. They just want to make sure their game isn't stolen, And I don't blame them. What Ubisoft is doing is not bad, its just somewhat rarely (In my case) annoying.

Saturday, February 26, 2011

Zombie Game 0.9

Although I have not made an official name for the game, I have uploaded it onto Host-a.net, http://www.host-a.net/u/sharlowidalot/ZombieGame.exe, I will be updating it randomly, but when I do update it I will post on my twitter and this blog, this version is basically the same as this video

I have added fog, a new mob, and the bullets shoot from what appears to be the gun (although its actually a little behind.), and there are menus now, that;s about it.

Friday, February 25, 2011

Zombie Game Update

     Last night my computer restarted because of Windows 7 Service Pack 1 wanting to install, that caused me to loose all the code for the game, luckily, I was able to reprogram it quickly. I think that I will be able to release a test or something either today or tomorrow, I just have to fix the bullet collisions. Zombies don't die at the moment.