Archive for February, 2012
Where to begin?
According to WordPress, 323 days ago I posted a development video of what I was calling Ne+. That whole idea/game perished shortly after. There were many reasons why I never saw it through to completion, but at the end of the day I gave up and it was my fault.
One of the reasons was that I started working for Intel. Even now I can’t say what it is I’ve actually been doing professionally for the last year, except to say it’s certainly the best work I’ve ever produced and it’s been a very exciting and interesting ride for me. Hopefully I’ll be able to link to some images and videos soon.
A few weeks ago I was looking over the code I had written for my senior project. There was a lot of good stuff in there, although a lot of it needed to be cleaned up. Getting lighting, shaders, 3D audio, a tile engine, and other components all working was no small task. And a lot of it can be used to a greater purpose, I hope. So with that in mind, I’ve started working on a new project. Mistake number one is that it’s already far more ambitious than my first project, and we know what happened to that one. I won’t claim it’s going to be great, I won’t even give it a name, but I am going to keep putting time into it here and there.
The first big thing that I did was implement a different tile engine, so that now the senior project code I wrote is being used to create an old-school top-down tile movement system. You can draw boundary tiles in Tiled and be able to run into them with your character, and just yesterday evening I created an NPC class that you can also run into, although the way I implemented the collision checking for those was a little hackish. Movement speed is isolated in a configuration file as it should be. I also have a space skybox with a nice 3D camera to play with, currently used as the background of my main menu. I think I should be able to get a lot of mileage out of it for many different pieces of the game.
So, I really won’t say too much more now, as I just want to have something to show at this point. But there are still things in the works, and right now I am more productive than I’ve ever been.