Archive for the ‘Game development’ Category

Stealth prototyping

Posted by Jussi Lepistö on Nov 29 2009

Yes, I know, I have been quiet on this blog for over half a year now. That doesn’t mean I’m dead; quite the opposite, since I have been really busy with Real Life and professional game development. However, as some of you might have noticed from my Twitter feed, I have been working [...]

Comments Off

Moving on

Posted by Jussi Lepistö on Mar 04 2009

I haven’t updated for a while again. Let’s get gamedev news out of the way first. I haven’t worked on Artillery Brawl for a couple of weeks; instead, I have tried to get the card game ready for testing. I made some prototype cards by putting pieces of paper in sleeves that are opaque on [...]

Comments Off

Good news, bad news

Posted by Jussi Lepistö on Feb 13 2009

The good news is, suddenly I got a whole lot more free time for game development.
The bad news is, I don’t have a job anymore (yay for the economic situation).
I didn’t just freeze and panic though; instead, I called a friend at a game company I was applying to for the summer, and told I [...]

One response so far

Triggering (explosive) payloads

Posted by Jussi Lepistö on Feb 09 2009

As part of my effort to integrate Lepton for particle effects, I have been implementing a system of triggers and payloads to make projectiles more interesting in general. The system is heavily inspired by the similar payload system for my old artillery game, Arty, which I wrote about earlier, but of course redesigned and modernized [...]

Comments Off

Lepton

Posted by Jussi Lepistö on Jan 30 2009

Remember when I said “if I don’t hit any further roadblocks”, I would add particle effects to Artillery Brawl this week? Well, guess what…
The bad news is, I had to spend a whole evening porting lepton to Windows so Visual C++ would compile it.
The good news is, I’m now the maintainer and tester of the [...]

One response so far

Quickie

Posted by Jussi Lepistö on Jan 23 2009

Just a quick update… I have been fixing all the stuff that was broken since the change to multi-part units and then some, and everything should be ready for finally implementing particle effects. I even implemented fake sweeping collisions for shells by making them face their velocity vector and making their collision rectangle longer than [...]

Comments Off

Last of 2008

Posted by Jussi Lepistö on Dec 30 2008

I just wrote my last lines of Python for this year. I haven’t got to particle explosions (I’m going to try lepton for those) or other interesting bits yet, and the code doesn’t actually even run at the moment… as usual, one thing led to another while working on small fixes, and I’m just about [...]

Comments Off

Holiday coding

Posted by Jussi Lepistö on Dec 27 2008

As promised (to myself and readers), I have continued game development during the holidays. Not much, mind you, I’ve mostly been enjoying the chance of being lazy for a change, but it’s something, and I hope I don’t get any more months-long breaks in the near future.
I have been working on Artillery Brawl, [...]

Comments Off

Business as usual

Posted by Jussi Lepistö on Dec 10 2008

It’s time to poke a hole in the wall of silence. I just finished selecting university courses for the next semester, which is going to be a bit special. Special, because if I pass every course, I will have finished all the courses needed for my Master’s degree! I still have a thesis to write, [...]

Comments Off

Secrets

Posted by Jussi Lepistö on Oct 03 2008

I’ve actually been working on a game in secret! It’s not Artillery Brawl, because it’s a card game. A real paper and cardboard game with custom cards. The advantage is that implementation is a lot simpler than for a computer game, which is good considering my limited free time at the moment. On the other [...]

2 responses so far

Older Entries »