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Thread: What is everyone working on? Break your silence!

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  1. #1
    As usual I'm still working on my "swansong", aka "Phase 2". If I'm not mistaken I've been working on Projekt "W" for about 6 or 7 years now (with pauses, one public release of "Phase 1" and some other projects done in between) and progress is not as fast as I want it to be, but even small steps towards a final release count. I'm not posting much news on it though because for the last weeks and months I mainly did stuff under the hood, i.e. additions and changes to the gameplay. And in addition to that, posting news about a project also takes it's time, and if you don't have much time to spend for working on your project, posting news about it becomes a luxury.

    But I also did a rework of the UI and recently also moved the regional view from a separate window in the the new GUI, with the backgrounds of regions fading nicely between different settings (the mountains and sky you see in the first screenshot behind a region is different depending on it's location, e.g. snowy, lush green or desert).

    So here are some exclusive screenshots I haven't posted anywhere, click on the thumbnails for a 1280x720 screenshot :


  2. #2
    ATM I'm working on freepascal porting for Wii and doing mainly maintenance stuff on freepascal for NDS/GBA.
    In the meanwhile, I have joined the Dream.Build.Play 2011 Challenge because it seems funny and it should be a good opportunity to learn a little bit of C#
    Get your fpc4gba copy now!
    Get your fpc4nds copy now!

  3. #3
    I'm working on a few projects at once to be honest and I just can't seem to stay focussed on any single one of them...I'm jumping around like a flea on a hot griddle!

    My projects:
    • The Probe - my Boulder Dash inspired game. I'm re-working the physics in a simple prototype and creating a separate probe engine that I should be able to plug back into the main game.
    • pas2c64 - a simple Pascal -> c64 assembly compiler.
    • ebnf2pas - This is my attempt to see if I can parse a ebnf grammar (done), and generate some Pascal parser code that will parse a program which matches the grammar (not done yet LOL). I don't have a project thread for this ATM...


    cheers,
    Paul

  4. #4
    Below is a screenshot of the engine with a sample scene.
    Soon I will show a video from the game

    Last edited by mobilus; 02-03-2011 at 10:54 PM.

  5. #5
    I was mostly freelancing and studying on the last one and a half year, so, unfortunately no projects :/

    begin offtopic
    At this time I'm working my way for a scholarship in France. Anyone from France?
    end offtopic
    From brazil (:

    Pascal pownz!

  6. #6
    Co-Founder / PGD Elder WILL's Avatar
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    Quote Originally Posted by arthurprs View Post
    At this time I'm working my way for a scholarship in France. Anyone from France?
    Momor is from France.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  7. #7
    @Will

    It should since the material system currently only has support for a diffuse layer and no normalmapping or parralax mapping etc

  8. #8
    Been saving up for a mac mini to do some iOS development and working on a mini/portfolio game with some old friends since half januari. It will have 20 to 30 minutes of gameplay. The setting is an old castle somewhere in the dark ages where you have to steal an artifect and assassinate a lord. The gameplay will be fps stealth and cunning like hitman/thieve with mayby some simple physics puzzles.

    We currently are with 3 people. A modeller/animator and a texture artist/level designer and me. When the engine/tools and game concept is a bit more evolved we will be looking for a sound artist and gameplay coder.

    I develop the Engine and toolset. The base of the engine is a rewrite of my old Genesis Device Engine. Its current features are:

    - Basic stuff like timing, math, logging, console, memory management etc
    - Loaders for Obj, MD5Mesh, MD5Anim, Tga, Jpg, Bmp, Dds.
    - Multithreaded resource loader.
    - Deffered rendering
    - Custom material system.
    - SSAO and Bloom post process effects
    - Basic Model and Mesh animation system
    - Dynamic Octree with streaming loading of the world.
    - Basic Editor framework

    Of course written in delphi

    Here are 2 screens and a little video:






    Last edited by WILL; 02-03-2011 at 10:45 PM. Reason: You can put videos right into your posts now. :)

  9. #9
    Co-Founder / PGD Elder WILL's Avatar
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    Sweet! Now that's more like it.

    It's also always nice to see screenshots, even the debugging and programmer art looks great from a technical stand-point. We are programmers afterall right?

    @Sascha wow man, I love how you have this sense of detail in all your projects. Looks great!

    @Luuk I love those games. Will be fun to play on my Mac. Will the game look as good as it does in your video?

    @Traveler I've been waiting to try out your game for a bit. You seem to have some good ideas about the old 2D platform genre.
    Jason McMillen
    Pascal Game Development
    Co-Founder





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