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Cpl (Ret) K. Byrne

Retired
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Everything posted by Cpl (Ret) K. Byrne

  1. So I figured it was time to make a very short Demo video for F.O.B - Just 2 minutes that hopefully demonstrate the type of game. the overall feel and some of the gameplay mechanics currently implemented Lol mainly because i will be visiting family during my trip to Sydney this week and this should make explaining the game to a bunch of non gamers a bit easier
  2. Another quick FOB update. Decided to finish off the new platoon structure organization. This is for the British Faction but obviously when I add the USMC faction the structure will be different
  3. Weekly development vlog on F.O.B first implementation of terrain generation and the mini-map. also reactive AI for enemy units
  4. A quick highlight video of the current build of F.O.B. lots of firefights here showing how combat currently works. Still a lot to do though
  5. So today's Game Development progress. TIME. lol. Well, as it's a staple of base-building games you can now manipulate time in FOB. there are 4 choices; Pause, Normal Speed, Fast and Super Fast I haven't accomodated this into the animation system yet so some animations look a bit weird at 10x time speed (especially the helicopter landing lol) but its working Seeing the engineers work at 10 times their normal speed is fun and also the lighting changes look pretty good IMO Also the Command Room works now and there is implementation for both a Male or Female base commander depending on player choice seemed like a good idea seeing as the commander is basically the proxy for the player in the game world. Also removed some game breaking bugs from the combat system so showing a bit of that here too All is going super well
  6. Sorry couldn't resist lol. Quick Facebook video showing the first implementation of gunfire/tracer combat in FOB, the game I'm working on Projectiles and sound work but the AI is just awful right now lol. friendly fire at point blank range A LOT
  7. another FOB 2D Update Lighting and UI Improvements as well as further gameplay implementations
  8. Hey sure i'll send you a message later when i get the chance Lol in the meantime though I just couldn't resist doing some UI improvements this morning And thanks my throat is feeling a lot better already
  9. oh yeah and i've been in Australia for about a year and these are my thoughts about that
  10. haha likewise with snake lol i used to play it A LOT on my old Nokia phone (haha back when the screen was just green lol) Regarding FOB well knowing what I know now it would take at least two people (programmer and asset creator minimum) a year to 18 months to have an initial feature complete version if they were focused on the project full time. Lol in the hilariously unsuccesful kickstarter for the game i'd set that value at (converted to dollars) $50,000. Haha ideally i could have found someone willing to voluneteer in exchange for like 50 percent of whatever we make later on but those kind of propositions always seem dodgy and unreliable (I've had others make similar propositions to me about certain jobs and yeah it doesnt look great lol ) The 2d version will take much less time if current progress is any indication. Also a lof of the data classes can be reused/ported when/if i go on to actually finish the 3d version later on Lol here is a quick video showing an initial implementation of the supply helicopter i posted to facebook last night the helipad graphic is just a placeholder lol.....
  11. Wow its nice to know someone liked the idea basically i still have it and all the progress made but it's just too much work for one person. I need to hire a few people in order to make the project realistic and i need the money to be able to do that. So yes i still intend to make the 3d version and the 2d version is an attempt to fund the 3d version, if that makes sense. The thing about the 2d version though was that I started working on it in march and then suddenly got super busy with other work (asset creation and making animations etc) so i didn't really have time to work on the game. Well, things are REALLY quiet for me atm so i'm positively blessed with time haha
  12. Learning about particle fluid. With explanations about the difference between particles and voxels too
  13. Comparison of Fluid Simulation Implementations - relatively low res but that helps show the strengths and weaknesses of each implementation
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