Hey all,
So... I have some explaining to do, but I swear it's all cool stuff!
First off, Studio Kumiho is real! Visit our website here: https://www.studiokumiho.com/
Second, Studio Kumiho has been working with another developer on a project, but that's all I can say at this time. I will post here as soon as that project is announced.
Third, A Sound Plan is on break for about a month or two while we lick our wounds after being rejected from the Seattle Indie Expo for a second time. This feeling hurts a lot still, but I will recover from this and do better in the future.
Lastly, Chang-e is well on its way, hoping to have something to show by the end of the year. Until then, enjoy this:
That is all. I'll post a more substantial update someday soon.
Jimmy
Showing posts with label alpha. Show all posts
Showing posts with label alpha. Show all posts
Sunday, August 12, 2018
Whoops
Labels:
alpha,
art,
design,
development,
game,
game design,
game development,
games,
graphics
Monday, March 13, 2017
A Chemistry System?!
Hey all,
So, I got this idea from my trip to GDC last week, from Nintendo's The Legend of Zelda talk. The idea was to make a chemistry system for games, since physics engines already exist.
You can see the commit here: JFramework
Basically, I created a component (called material) with properties such as melting point, freezing point, boiling point, conductivity, temperature, etc. that keeps track of properties of a material. This component can essentially set objects to freeze, or melt, or whatever I need it to do given the right conditions.
On top of materials, I created an element component, which radiates a temperature and/or wattage.
The rules of the system are as follows:
I thought I would discuss what I was working on while NOT playing The Legend of Zelda: Breath of the Wild.
Speaking of Zelda... Play it. It's now my favorite game of all time, maybe a full review later?
New A Sound Plan footage here: YouTube
Thanks,
Jimmy
So, I got this idea from my trip to GDC last week, from Nintendo's The Legend of Zelda talk. The idea was to make a chemistry system for games, since physics engines already exist.
You can see the commit here: JFramework
Basically, I created a component (called material) with properties such as melting point, freezing point, boiling point, conductivity, temperature, etc. that keeps track of properties of a material. This component can essentially set objects to freeze, or melt, or whatever I need it to do given the right conditions.
On top of materials, I created an element component, which radiates a temperature and/or wattage.
The rules of the system are as follows:
- A manager will have a global temperature to apply to materials.
- Materials can exchange temperature and wattage from other materials, and elements.
- Elements can exchange temperature and wattage from other elements. (i.e. a flame can be put out by water.)
I thought I would discuss what I was working on while NOT playing The Legend of Zelda: Breath of the Wild.
Speaking of Zelda... Play it. It's now my favorite game of all time, maybe a full review later?
New A Sound Plan footage here: YouTube
Thanks,
Jimmy
Labels:
algorithm,
alpha,
c++,
development,
engine,
game,
game development,
game engine,
games
Monday, January 16, 2017
A Sound Plan: Some New Stuff
Hey all,
So, Dean (Twitter, follow him to add to his count of followers despite him not posting anything.) and I did some talking, and we figured that A Sound Plan does not have enough variety.
So we fixed that in a quick and dirty way.
We added new rock types.
Yep, now we have rocks that explode, rocks that have a boomerang effect, and many others. Look forward to them in the next playtest!
Here's some sample art to look at.
Oh, that last one has nothing to do with A Sound Plan, but does have to do with Chang-e. I'm planning on developing Chang-e further and laying out an art style to have an artist follow in the near future.
JRPGs are notoriously hard to prototype and playtest, and it really shows for Chang-e, as development has slowed because I've run out of programming tasks for the most part, I really need an artist now to get a much needed boost.
Anyway, you can see a video of the Boomerang rock type here.
I really want to do another engine tutorial, to demonstrate JFrameworks feature set.
Jimmy
So, Dean (Twitter, follow him to add to his count of followers despite him not posting anything.) and I did some talking, and we figured that A Sound Plan does not have enough variety.
So we fixed that in a quick and dirty way.
We added new rock types.
Yep, now we have rocks that explode, rocks that have a boomerang effect, and many others. Look forward to them in the next playtest!
Here's some sample art to look at.
Oh, that last one has nothing to do with A Sound Plan, but does have to do with Chang-e. I'm planning on developing Chang-e further and laying out an art style to have an artist follow in the near future.
JRPGs are notoriously hard to prototype and playtest, and it really shows for Chang-e, as development has slowed because I've run out of programming tasks for the most part, I really need an artist now to get a much needed boost.
Anyway, you can see a video of the Boomerang rock type here.
I really want to do another engine tutorial, to demonstrate JFrameworks feature set.
Jimmy
Labels:
alpha,
design,
development,
game,
game development,
games
Saturday, January 7, 2017
A Sound Plan Alpha?!
Hey guys,
Big news! I'm happy / worried to say that A Sound Plan has entered into an alpha state!
Feast your eyes on this!
...
Okay, maybe it's not that impressive. But the game is, as far as Dean and I are concerned, mostly feature complete.
In fact, if possible, there may even be a tournament for A Sound Plan tomorrow at Seattle Freeze, a local fighting game tournament! (Event Info)
Current plans will feature local versus and cooperative multiplayer (up to four players, teams of any arrangement), with game modifiers to make for some extra fun.
If I manage to get any footage up on YouTube, I'll post it to this blog.
Edit: Here's a video.
Thanks for reading!
Jimmy
Big news! I'm happy / worried to say that A Sound Plan has entered into an alpha state!
Feast your eyes on this!
...
Okay, maybe it's not that impressive. But the game is, as far as Dean and I are concerned, mostly feature complete.
In fact, if possible, there may even be a tournament for A Sound Plan tomorrow at Seattle Freeze, a local fighting game tournament! (Event Info)
Current plans will feature local versus and cooperative multiplayer (up to four players, teams of any arrangement), with game modifiers to make for some extra fun.
If I manage to get any footage up on YouTube, I'll post it to this blog.
Edit: Here's a video.
Thanks for reading!
Jimmy
Labels:
alpha,
design,
development,
game,
game development,
games
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