Big Fish Small Pond

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Big Fish Small Pond

Postby icetooth » Sat May 18, 2013 9:58 pm

You're a big fish in a small pond.

I'm reluctant to reveal any details in advance because i am using an engine that I've been writing for only like 3 weeks, and features will no doubt need to be slashed as i figure out how to make a game with this jumble of code held together by shoe laces and bubble gum.

my tackle box:

C++, OpenGL, OpenAL, Angel Script, Blender, Gimp, MC909 for audio if there's time...
unfortunately there will only be a linux build available.

Image
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icetooth
 
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Re: Big Fish Small Pond

Postby this » Sun May 19, 2013 10:43 am

ooh, a homebrew engine! sounds nice.
I've always wanted to be a big fish eating loads of small fish at once :D
i'll try this on a linux VM.
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Re: Big Fish Small Pond

Postby icetooth » Wed May 22, 2013 6:39 am

update, day 3 of fishy madness.

features implemented:
    AI's movement and floating behavior (still needs tuning).
    sphere to sphere collision.
    an octree that i might not even need anymore.
    "player" fish that swims around with acceleration / drag and chomps on some other fishes

todo list:
    add fisherman,
    some dynamic acceleration based animation other than the fish wagging his tail constantly!
    game state logic
    score
    "final boss" battle 8-)
    sound effects
    texture maps
    music

Image

as a side note, i'm glad this jam came along when it did, i am getting a really clear picture of what the next stage of my engine development is going to be, and all sorts of new ideas on how different sections of the engine should communicate along with what needs to be changed. :D
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Re: Big Fish Small Pond

Postby icetooth » Thu May 23, 2013 4:38 am

ok so, i'm 98% sure i will not be finishing this game. i just realized that if i continue i will just be hacking things to work against the way i should be designing the engine.. too soon to make an attempt at a game i guess, but it was almost there :cry: maybe i will have enough time after certain parts of my code are (re)designed, but for now i'd rather not travel down the make it work NOW!! path.
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