This blog will no longer be used, but remains as an archive.
Please visit http://gamegurureport.blogspot.com instead!
This is an old blog site - the new one is at gamegurureport.blogspot.com It reflects the change of name from FPS Creator: Reloaded to "Game-Guru". All old content on this site still applies.
Thursday, November 19, 2015
Monday, November 9, 2015
WIP screenshots.
http://imgur.com/a/zypqI
post @ the forums:
https://forum.game-guru.com/thread/213699
Concept of the game: You're an Imperial investigator, being sent to investigate rumors of subversion on a relay station at the edge of human space. You're a prototype cyborg to boot - this mission is a shake down run for the new technology.
You'll notice a combination of paid and free stuff. I tried to take art that was consistent in form and function, as well as relevant to the time period.
Shadows are disabled and settings are mostly medium while I build, I'll do a tuning pass after I get all the mobs/etc placed.
http://imgur.com/a/zypqI
post @ the forums:
https://forum.game-guru.com/thread/213699
Concept of the game: You're an Imperial investigator, being sent to investigate rumors of subversion on a relay station at the edge of human space. You're a prototype cyborg to boot - this mission is a shake down run for the new technology.
You'll notice a combination of paid and free stuff. I tried to take art that was consistent in form and function, as well as relevant to the time period.
Shadows are disabled and settings are mostly medium while I build, I'll do a tuning pass after I get all the mobs/etc placed.
Thursday, July 30, 2015
Latest project: Mechwarrior, Dark Age - Javascript game.
Life updates:
I got into Mechwarrior: Dark Age (a tabletop game). Pretty fun stuff.
I started a new job in February or so. It's consumed a lot of my time.
At work, periodically, I get bored. So I found I can hit shift-F4 and bring up a javascript compiler in firefox. Neat.
So I started building a pure text-driven game in javascript based on Mechwarrior Dark Age.
The goal is to have a browser-born version of the tabletop game, though this is still probably a year's worth of real development away from completion. As it is, I'm sitting just under around 1500 lines of code. I've created a functional object database, functional clicks/dials, a combat system, etc.
It's pretty exciting, when I have time to work on it.
That's the latest. I'm going to start updating this more often. At some point, I plan on making a mech-type game in FPSC:R (now called GameGuru, rendering this blog's name obsolete. Thanks guys!). But that's a long way from any type of real work on it.
Thanks for checking in!
I got into Mechwarrior: Dark Age (a tabletop game). Pretty fun stuff.
I started a new job in February or so. It's consumed a lot of my time.
At work, periodically, I get bored. So I found I can hit shift-F4 and bring up a javascript compiler in firefox. Neat.
So I started building a pure text-driven game in javascript based on Mechwarrior Dark Age.
The goal is to have a browser-born version of the tabletop game, though this is still probably a year's worth of real development away from completion. As it is, I'm sitting just under around 1500 lines of code. I've created a functional object database, functional clicks/dials, a combat system, etc.
It's pretty exciting, when I have time to work on it.
That's the latest. I'm going to start updating this more often. At some point, I plan on making a mech-type game in FPSC:R (now called GameGuru, rendering this blog's name obsolete. Thanks guys!). But that's a long way from any type of real work on it.
Thanks for checking in!
Monday, January 12, 2015
Current status
As with all things, there is a season. Currently my season is pulling me towards other projects. Specifically lots of home things.
I play a lot of www.mwomercs.com and there's a project I've been working on for a while, a 'mech simulation cockpit' AKA a mechpit. This is, in effect, a simulation cockpit which allows for the substantial look/feel of a mech cockpit. Currently I'm working on two aspects of this:
First - to modify my existing simulation pit, bring it up to speed, and get it upstairs. It's been languishing in my basement for far too long. I don't want it to be obtrusive though, so it's a fine line between full simulation pit and providing functional, good looking workspace.
Second - along those same veins, I'm making a peripheral which adds a cockpit-style series of switches (also known as a switch panel). This is going to be for sale in the range of 65-75 dollars USD. I'm planning a production run of 5 panels. They will operate as a USB keyboard and configurable for most games. Their core will be a teensyUSB, something I'm familiar enough with.
re: FPSC Reloaded. I needed a break. But definitely check out 1.00090 and all the changes it's brought - along with BSP's new tree/forest pack. It's positively incredible.
I play a lot of www.mwomercs.com and there's a project I've been working on for a while, a 'mech simulation cockpit' AKA a mechpit. This is, in effect, a simulation cockpit which allows for the substantial look/feel of a mech cockpit. Currently I'm working on two aspects of this:
First - to modify my existing simulation pit, bring it up to speed, and get it upstairs. It's been languishing in my basement for far too long. I don't want it to be obtrusive though, so it's a fine line between full simulation pit and providing functional, good looking workspace.
Second - along those same veins, I'm making a peripheral which adds a cockpit-style series of switches (also known as a switch panel). This is going to be for sale in the range of 65-75 dollars USD. I'm planning a production run of 5 panels. They will operate as a USB keyboard and configurable for most games. Their core will be a teensyUSB, something I'm familiar enough with.
re: FPSC Reloaded. I needed a break. But definitely check out 1.00090 and all the changes it's brought - along with BSP's new tree/forest pack. It's positively incredible.
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