Posts Tagged ‘ TIGSource ’

Next Project

Alright the voting is almost over for the TIGSource Versus Competition. I think it ends Sunday or something. I don’t think I will do very well in the results but it doesn’t bother me. Lots of great games were made and that’s what it’s about. It provided me with enough motivation to actually finish a project which is a rare occurrence for me, so that’s a plus. Anyway a couple days after the competition voting started I came up with this idea for a stealth game based around the concept of you planning the heist rather than actually executing it. I have since changed the idea so that you can take control of your character directly. Heist movies have always had a spot in my heart but it is the planning of it that I really enjoy. Think about Ocean’s Eleven and how cool it was when you find out they dress as the S.W.A.T. team and Andy Garcia let’s them walk out the door with cash exactly how Brad Pitt told him it would happen. Or in the Italian Job (the new one) how they blow the boat and truck through the ground to steal the stuff. Those are the kind of moment I will hopefully let you create in this game. That is my goal and with a little luck and hard work. I have a development log over at TIGSource and I will post updates both here and there.

Goodbye for now.


Just posting to say that I made the competition deadline. I’m posting a little bit late because I have been busy and sick too. I am working on an update that will be compiled with the new Faucet Networking Extension as well as a music fix because it didn’t loop properly. Also it seems that I forgot to add credit to the people who made Faucet so that will be added and to make it up to them I am adding an intro for the game as well that credits them.

Anyway enough of the boring update stuff, I wanted to take a minute to talk about some things I find interesting. What I find particularly interesting are different rendering techniques. Such as Mode-7 (used in older games like Super Mario Kart and F-Zero) and ray casting (used in Wolfenstien and a modified version was used in Doom). I have always had a certain fascination with these kind of things because they have always had a unique look to them. I while ago I helped someone with a fake 3D engine they were building. It was used mostly in top down situations where you wanted 3d buildings and such. I contributed a script that would project a point onto a plane. This was used for shadow casting because you would project each vertex of the shape onto the floor plane in the direction away from the light source. Thats where I found these cool techniques but I have never been able to incorporate one into any projects. Hopefully that will change because I am determined to use one in my future adventures.

That’s about all for this post and hopefully I can post again during or after the voting has finished for the competition.

Rebound Update

As the deadline of February 27 approaches, I have been scrambling to change, fix and add things making sure everything is working as it should. I got a music man on-board which is a huge relief. His name is LeChatDeMaison and he graciously accepted my last minute request for music. He has done music for me in the past (he did the Eco-Chrome soundtrack) and I have great confidence in his work. Anyway I just spend today adding a whole new mode and squashing bugs and just adding stuff. Anyway I should be able to make the deadline which is an exciting thing for me because I don’t release many games. That’s all for today.