Adventure Update

Posted by Gordy on Oct. 1, 2014, 7:10 a.m.

so i've been working on my engine, and i felt a bit overwhelmed when i realized i needed to rework a major engine component (region rendering).

initially, the engine rendered a single ground plane (the grass), and then details like dirt, cobblestone, and the water were rendered above it.

this …

3d stuff n stuff

Posted by Gordy on Sept. 19, 2014, 5:25 p.m.

I was working on that 2.5d game for a while and i've got the engine in a great state, but i've decided to move the Adventure Game project to Unity.

I'll the using the 2.5d engine for some upcoming smaller projects.

It's also been a long time since i've done …

The Grove Update

Posted by Gordy on July 7, 2014, 9:29 p.m.

After getting some feedback from the technical demo and watching a few players struggle to figure out how the game works, I've begun making some important changes to the game.

Firstly, I was using a simple 2d to 3d point conversion for the in game object selection. This worked well, …

The Grove (Technical Demo)

Posted by Gordy on June 26, 2014, 10:55 p.m.

HYPE! HYPE! HYPE!

THE GROVE adventure game

( Technical Demo 1.1a )

Info:

> Resolution = 960 x 640 (fullscreen, not scaled)

> Size = ~ 21.02 MB

> Platforms = Windows (tested only on Windows 7)

> Download = Here (.zip)

Controls:

> Mouse = Move Cursor …

64DSCadventure #1

Posted by Gordy on April 4, 2014, 11:53 p.m.

So I'm not sure if i'm going to enter this game in the competition yet, but I'm greatly considering at least submitting a demo.

I hope it's not against the rules to use a simple engine I developed (little to zero content).

Nonetheless, this is the first devlog for my …

art games don't suck

Posted by Gordy on Oct. 28, 2013, 9:54 p.m.

art games just seem to lack a defining property of what makes a game; gameplay (adventure games have a similar problem, but we'll get into why that's not a problem a bit later).

sure, walking around, looking at the pretty pictures, and solving a few puzzles is technically gameplay, but …

My GM rant

Posted by Gordy on Dec. 31, 2012, 8:15 a.m.

Let me warn you; this post contains much rant, however, it adequately sums up my growing distaste for GM:S. Also, don’t expect coherence between paragraphs.

Yoyo, why can’t I have more than one project open at a time? It is so absolutely frustrating trying to switch between multiple projects, even …

Sadness, despair, and other melancholic words.

Posted by Gordy on Dec. 10, 2012, 12:36 a.m.

Which luckily, this blog has little do to with.

warning, if you're not interested in nostalgic rants, and grandiose thinking, this may not be the blog for you.

My thoughts

So, I've been a frequenter of 64Digits since early 2006, a whole 6 years have passed since then, and a …

My quest in procedural content.

Posted by Gordy on April 12, 2012, 8:18 a.m.

Introduction

Be forewarned, this is a wall of text.

Most of the things I made was because I was trying to solve an issue I had with my current game engine. Most of these things will be released with the tLibrary, a set of scripts and mathematical functions for advanced …

My vision.

Posted by Gordy on Feb. 5, 2012, 1:54 p.m.

ever since i was thirteen, the same year i obtained my first personal computer, i've had one purpose, one goal in life; to make video games.

of course, telling people this only lead to them laughing at me, and telling me that it would get me no where in life. …