Saturday, March 21, 2009

progress

Hard Aether probably won't be done in time for the compo. On the plus side, I am getting a more and more developed space sim engine for use with other games.

I played Graviar recently and feel like it might be cool to remake. I made these mockups:




I'll probably try my hand at making a very minimal, small-scale version of this idea.

Saturday, March 14, 2009

Current Projects

I am currently working on Hard Aether for the TIGSource Cockpit Compo


I am playing OMF: 2097


And I have half a mind to create a deconstructionist fighting game (just hitboxes and lifebars, no other graphics), or make a simple 4X game with an emphasis on macro- instead of micro-management based off of this mockup:

Sunday, January 25, 2009

Pyweek entries

I figured it would be a good idea to post my entries in the biannual Pyweek competition, even though they are not very impressive.

Scions of Darkness was a team entry with some guys who happened to be looking for a musician to add to the team. I felt like trying out my production skills again and made what I think is some passable fantasy-themed music. I also did a little bit of work on the GUI, just simple stuff like generating the images with GIMP and laying it out. The game is really strange, I think the only reason why the art assets are so weird (a snake-thing with wheels?!? Some blue pyramid dude?!?) was because the team wanted to shoehorn the idea they had thought of (RTSish game) into the theme ("twisted").

Robo Wars is a better game which is intended to be sort of a Dice Wars / Risk clone. I only did the music on this one, and because it was techno I think I did a much better job.

CRUSH ALL HUMAN was a solo attempt on my part to create a simple game where you go around a cityscape and... crush human. I feel like I could have really actually made a decent game given two weeks, and I'm really disappointed and a little embarrassed of it in its current state. I think it did help me to just learn more programming stuff, and to learn Panda3D better, though regrettably I don't really use Panda3D anymore. This is in the game category as Yarr Wars: if I went back to the idea and re-did it using what I know now (and more time to do it), I think I could make a pretty cool game.

Friday, January 23, 2009

music @ thesixtyone.com

I figured I might as well post all my creative pursuits in one place. Once upon a time, I produced techno. I made all sorts of stuff, but the only stuff I felt satisfied with were some downtempo and breaks tracks. I have had them sitting around on http://nil.cjb.net/music/ and InternetDJ for awhile now, but for streaming pleasure you can listen to it at TheSixtyOne.

If anyone actually reads this, please feel free to comment on it, and give any criticism or advice, either from a listener or producer's perspective.

Tuesday, December 30, 2008

Yarr Wars!


This is Yarr Wars.

It's the culimation of a project I did for an AI and an OpenGL course back in college. The OpenGL course was taught by Dave Dobson, of Snood fame; Sorry about the name-dropping. Just so you know, he usually likes to play FPSes, not puzzle games!

It tries to create a somewhat interesting environment that's not player-centric. I half-assed a lot of things and it was a good learning experience in the fact that I should A) be more careful about the way I design systems, with an idea of its eventual uses and B) try to use data-driven classes a bit more in the future, since using just static c++ classes can cause some headaches when you want a flexible, extensible system.

You can download it here: (Windows EXE)

Please remind me to clean the source just the tiniest bit (because I'm far too lazy to really 'clean' it all up, meaning removing all the silly hacks) and release it under the GPL.

Monday, December 22, 2008

Project Oolong

I sort of stopped developing this in August, I hope I'll find the time / motiviation to pick it up again later.

In the meantime, here are some screenshots of what it looks like as-is:


Friday, November 21, 2008

Raumkrieg - a Spacewar! clone


I "completed" this game a few months ago, I figured I should go ahead and post it.

Download it here

It's just a simple SpaceWar! clone, nothing special yet. Two (human) players, one planet, lots of pew pew. Controls are included in the readme, but here they are anyways:

Thrust Turn Left Turn Right Fire
Player 1 W A D F
Player 2 Up Left Right /

Thanks go to danc for his freely-released graphics.

I will probably return to this project sometime and polish it up, add lots of new options and weapons and such, and perhaps even a computer AI to fight against.