This is Bananattack.

Tag: Eternity

A lengthy departure.

Posted by Overkill on May 14, 2010 at 3:15 pm under Uncategorized

Well, I had hoped to return here a lot sooner than I actually did. But plenty of sleep-depriving schoolwork and various family crises all played a part in hindering my desire to write again. As a result I felt very burnt out, tired, and uninspired.

But it wasn’t all awful, the past school year especially. I had fun being able to write a Pascal-like compiler for my Compilers class. I learned a bit more about 3D graphics, like heightmaps and fake shadows in my Graphics class. I managed to better leverage multi-threading and played with a bit of cluster programming in my Parallel Architectures class. I acquired some knowledge about neural networks, support vector machines, evolutionary algorithms, and logic inference engines in AI classes. All of these classes consumed a fair deal of time, but it was pretty interesting. 
 
 

In March, I finally replaced my dying computer with a much more powerful quad-core Intel i5 750 desktop. It felt really awesome to actually have a fast and functional computer. I no longer had to live in fear of my flaky power supply, and screwy video card. But I only got to use it when I was off campus (which wasn’t often, with several all-nighters and lengthy days to finish schoolwork), so it was a gradual battle to reinstall everything I used to have.

Once exams were almost done, things were starting to feel normal. I had free time, actually started to relax and play games again, and I actually got to sit down and use my computer. Eventually I got back to looking at my own projects, but it was slow going. There were plenty of interferences too, since I bought Wario Ware DIY and so I was playing around with that. I also had to pack all my stuff up. 
 
 

About two weeks ago, I moved home, and I’ve been job-hunting locally and hanging out with my friends, and very slowly unpacking. Yesterday, I finally got the motivation to look after my site again, and I revamped a few things, layout-wise. The colors were adjusted a bit, and borders made a bit thinner and tidier looking.

So how’s the job-hunt going? Badly. Everytime I try to look at employment stuff, it feels really unpleasant and makes me feel nervous, and I end up getting distracted. It’s silly, I know. Especially since I know I should be qualified for plenty of software engineering jobs out there. Really I don’t know why I’m doing this. I mean, it’s the only thing I really have to do now, at this point. School’s done, and that portion of my life is over with. Onto the several remaining boring decades to live through. Blah.

I’ve also not really gotten that far on any of my projects. Very similar to how I’ve been avoiding a job, I’ve been side-stepping really making any sort of progress on any of my work. It’s crappy. That said, I’m still working on things, but my lack of progress is very painful. 
 

It wasn’t widely announced, but I’ve been working for a bit on a project called Molasses Monsoon, which is a sidescroller envisioning of Molasses Meow. It features less seizure rooms, and more exploration and item collection. Armed with the Love Buster, you are saving the Neoniverse from the peril of the Evil Candy Fiends, and go on a quest to better the world around you. I’ve most recently been working on adding dialog to the game to actually give the exploration some purpose. But it’s going really slow, because this game has always meant to be a cheesy side-project. Here are some screenshots:

Unfortunately, my real projects keep changing and dying and hitting roadblocks. 
 

In order to let me develop Verge games under Windows 7 and Vista without Aero being disabled, I made a GDI renderer for Verge, which is now in the Verge 3 SVN (U/P: anonymous/anonymous). The secondary reason was because DirectDraw is a deprecated API, but I wouldn’t have cared if it didn’t affect desktop composition effects. I need people to test its performance on older machines (Windows XP boxes, older video cards, single core machines, those sort of specs would be nice) to make sure it’s as performant as DirectDraw. If you’re more knowledgeable of Windows API things than I am, please review my code (keeping in mind that it’s greatly derived from the DirectDraw), I’d like to make sure there aren’t any bugs or bottlenecks I’ve overlooked, since this will have a drastic effect on game performance in Verge. 
 

I’ve also worked a little bit on my engine Plum. It’s ready enough to make certain map-less games, but other kinds require more engine work. Recently I’ve been planning a bunch of shapes and collision detection things to add to the engine. The engine feels fairly clean for the most part and can be checked out on github
 

Occasionally, I’ve also been working with a friend, planning a large-scale RPG project we’ve code-named “Eternity”, which is rather fitting. It is going to be a realtime battle system with programmable AI, and combinable spells, among other craziness

Apologies for the rather disorganized post. It’s just been a really long time, so I sort of brain-dumped as much as I could into this.

Well, okay, so this is my return to the Gruedorf competition after about 9 months of failure. What have you been doing? You have no excuse, just like me. Get a job! Make games!

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