sawgamedesign.blogspot.com
SAW Game Design: Recovery, distractions and more voxel fun.
http://sawgamedesign.blogspot.com/2010/11/recovery-distractions-and-more-voxel.html
A meandering of the mind in the world of game design. Wednesday, November 24, 2010. Recovery, distractions and more voxel fun. Recovering from a period of sickness, my family all caught either the flu(most likely) or a cold. It was not a fun time. Being sick really puts a cramp on ones ability to code, or do much of anything else, but I managed to find energy and time to do something I once loved. Making maps in the Build engine. In light of this I have new ideas for my program Strip2Vox which converts a...
sawgamedesign.blogspot.com
SAW Game Design: July 2009
http://sawgamedesign.blogspot.com/2009_07_01_archive.html
A meandering of the mind in the world of game design. Thursday, July 30, 2009. COW Prototype concept blurb. Originally nameless, and then refered to as RPG Tribute(refering to old 2d FPS rpgs), and finally conviently named COW for its slow developement and engine. The COW RPG prototype was an attempt at creating a 3d rpg with sprite characters, turn-based combat and general RPG system that had evolved from various incarnations of 'The Crawl'. Labels: Prototype Concept RPG 3D. Saturday, July 25, 2009.
sawgamedesign.blogspot.com
SAW Game Design: Current Situation, state of progress
http://sawgamedesign.blogspot.com/2010/08/current-situation-state-of-progress.html
A meandering of the mind in the world of game design. Wednesday, August 11, 2010. Current Situation, state of progress. Things have taken new direction as of late. The recent progress in making The Crawl. In voxel style has proven successful, although progress is slow. So far The Crawl is the only project I'm making with Evaldraw, although I've have some other ideas.just not the time. One other program I've been using which has been very useful to me is GLBasic. Subscribe to: Post Comments (Atom). My Bat...
shieldbreakergame.blogspot.com
Shield Breaker: Rewrite and Improve
http://shieldbreakergame.blogspot.com/2010/07/rewrite-and-improve.html
Monday, July 26, 2010. A few years back I came up with Shield Breaker for a little contest at 64digits. Then I started working on it again, adding features and experimenting with backgrounds. All this was done using Game Maker 6.1, which was fine then. It made putting out a quick and dirty version easy and allowed me to focus more on what I wanted to do then figuring out all the details. Not to say a good amount of manual coding was used to create the first two versions. Check back for future updates, te...
sawgamedesign.blogspot.com
SAW Game Design: Back to business...
http://sawgamedesign.blogspot.com/2011/10/back-to-business.html
A meandering of the mind in the world of game design. Wednesday, October 5, 2011. Well, after a few months of a strange mental journey, among other strange and tragic events.I've scrapped plans and started a new simpler project. Using EDuke32, the Duke3d/build engine classic rendering and a combo of sprites and voxels. This time, enemy/npcs will stick to sprites, leaving objects and items to be used as voxels. The theme is sci-fi, so there will be ships of course, using voxel models. Black Shadow, in 3d.
sawgamedesign.blogspot.com
SAW Game Design: August 2009
http://sawgamedesign.blogspot.com/2009_08_01_archive.html
A meandering of the mind in the world of game design. Wednesday, August 5, 2009. Black Shadow, ala Castlevania. Originally I began designing the game in a larger than traditional view screen of 512x384, a resolution that was usable on the Super Nintendo, but rarely(Secret of Mana's stat screen), but I decided to reduce it to 320x240 after some suggestions on GMC. Reducing the size made the game more viewable and saved lesser computers the strain of processing the extra info. Enemies had some basic AI, ar...
thecrawlrpg.blogspot.com
The Crawl: August 2010
http://thecrawlrpg.blogspot.com/2010_08_01_archive.html
Wednesday, August 11, 2010. The Crawl RPG, game details continued, Kingdoms and climates. I've decided to continue the idea I had in my concept RPG game and bring it to The Crawl. The world, posted prior to this, is divided into four major kingdoms. Boarder towns between these nations tend to be home to hybrids of the four major kingdoms, and tend to be more open to strangers, but as you get deeper into each kingdom, relations become a factor. Game wise I've decided to drop the idea of hunger and thirst,...
thecrawlrpg.blogspot.com
The Crawl: New directions = new engine?
http://thecrawlrpg.blogspot.com/2010/09/well-life-and-life-had-me-away-from.html
Thursday, September 9, 2010. New directions = new engine? Well life and life had me away from coding. I was doing some tile mapping for another project or burning away precious time play Diablo 2. I just haven't been feeling it for the last month. Maybe it's just August. Anyway, I'm back up on my feet and coding again, but still haven't quite got into this project quite yet. One reason is because GLBasic newest version has me playing around with some new features. While I doubt I'll be able to pull somet...
thecrawlrpg.blogspot.com
The Crawl: November 2011
http://thecrawlrpg.blogspot.com/2011_11_01_archive.html
Saturday, November 5, 2011. Project dropped, heres the resource folder. In addition to dropping Black Shadow 3d. Contains resource files as well) I decided to drop this project too. I'll be focusing what little time I have on a new project code named OCD using the Duke3d, also a Total Conversion, but with a sci-fi theme. Here is the complete resource folder for The Crawl that was being developed in Evaldraw at the time. Labels: 3d engine voxel evaldraw rpg resources. Subscribe to: Posts (Atom).