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Archive for the ‘GigaSun Jet’ Category

Needless to say, I’ve been working a bunch on GigaSun Jet. I made it to a real milestone recently, so here are some screenshots of that. The biggest need now is perhaps the story. I have the basic plan laid out, but the script needs to be written and missions created.

Here’s the start of a mission which demonstrates what the objective and trigger systems can do. Some dude is talking to you about protecting these turrets.

This is the welcoming committee at the enemy base…

This is where I lose. Two ships against me after getting blasted by those turrets (because I’m taking screenshots, of course 😉 ).

27
Jun

Update

   Posted by: in Dev, General, GigaSun Jet

Well, that does it.  I’m done teaching, which means I’ll be focusing on game development for a good while.  The Riot Digital compo deadline is right around the corner (two weeks).  GigaSun Jet is flying along now, with the main gameplay just a couple of edits away from being finished.  Now I’ll have to get the story, missions, ship component list, sound, and finalized menus in there.  Can I do it before the deadline?  Of course.  Can I make it good enough to submit?  We shall see.  I’m not going to be upset if I miss out on the competition, because this game has been a long time in coming and I’m proud to see it to the end.

22
May

Update

   Posted by: in Dev, General, GigaSun Jet

Ah, lots has happened since the last update.  There was Ludum Dare #20, for which I made a pretty fun little puzzle platformer.  I ended up not submitting it because I didn’t have any real levels created.  I worked on it for a little while longer, but it’s on the back burner for now.  I’ll release some small version of it soon because it really is fun.  The best part of making it is that I got to get used to the new Box2D API.  It’s really very nice!  With a good feel for Box2D, a lot of game possibilities open up.

The biggest thing I’ve been working on is GigaSun Jet.  I’ve stripped down the design so that it will actually get done.  The basic component and upgrade mechanics are finally somewhat settled, which is a huge deal for getting the shop screen made.  A possible story has been written and other important design decisions were made.  Notably, I’m going to try to get something ready for the Riot Digital competition, which means building this game for the Pandora!

There are some other big real life changes occuring, too, but I’ll wait on discussing those…  See ya!

24
Nov

GigaSun Jet

   Posted by: in Dev, GigaSun Jet

With my first bit of solid free time for a few months, I’ve packed up a demo for GigaSun Jet!  It’s still in the programmer art phase and I chopped out some unfinished features so the demo would be simplified.  Check it out on the GigaSun Jet page!

I’m releasing the Level Editor as open source…  It’s really useful if you have access to GigaSun Jet, but the source code might be of interest if you’d like to see how I handle certain things.  Be warned, however, that I only just ran through the code and cleaned it up after about a year of not touching it.  There’s a lot of dumb stuff in there.

13
Apr

GigaSun Jet!!

   Posted by: in Dev, GigaSun Jet

Here’s what I’ve been working on for a very long time.  An omni-scrolling, stat progressing, splitscreening and networking spaceship game!  Well, it’s still far from finished, but you can check here for info on it.