Archive for July, 2008

PyParticles - Early Demo

July 10th, 2008 | Category: Uncategorized

I’m in the process of writing a particle physics engine in python. I’m designing the libraries in such a way that the rendering of the particles is abstracted from the physics itself, and so this should be reusable for a variety of applications. I’ve been working on this for a couple days, but I just now have something worth blogging about:

pyparticles demo

Controls:

  • Mouse1: place particle
  • Mouse2: place spherical point-force
  • Mouse3: toggle gravity
  • Plus: Increase particle/force size
  • Minus: Decrease particle/force size

The code is not very streamlined right now. In particular the collision detectionĀ and drawing needs optimization. But this should give you a small taste of what’s to come.

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Hello, Facebook.

July 09th, 2008 | Category: News

This blag is now linked to my Facebook page via mystical voodoo.

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gridhack

July 09th, 2008 | Category: Game Design, Gridhack

This is a multiplayer strategy/rpg. The basic idea is that you are a hacker who is building a computer network. This network is responsible for processing sensitive data. You will earn Yen (money) by linking groups of nodes (which represent individual computer systems) together. In addition you will have one “root node” which will be your base of operations; this will be the target for rival hackers as knocking it offline will put you out of the game.

As you advance you will gain levels, and unlock new upgrades for your equipment, software and skills. Here are some screens:

Right now, I’m using sprites from the Genesis Shadowrun matrix-subgame, these may eventually be replaced by custom sprites.

Currently, the server and movement code all works, and I’m beginning work on the game mechanics.

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Mini Ludumdare #2 Entry - Die Hurrrr

July 09th, 2008 | Category: Game Design

This was my entry to Mini LD #2. The theme was “make the movie of the game”. I decided that the ultimate expression of a movie-game was a crappy platformer, so I made this:

This was my first game-development compo, and I’m pretty happy with how I did. It was, if nothing else, a great practice-run for the real thing in August. It was also my first attempt at making a full out action game in Python.

The game has a rudimentary particle engine. I’ve been reading about particle effects for a little while, but I haven’t actually implemented a system before now. It was amazingly fun and easy. So, I’ve decided to create my own particle effects library in Python for later use. More on that later.

Here’s the Die Hurrr downloads. Hopefully you have as much fun playing it as I did making it.

Die Hurr - Python Source
Die Hurr - Win32 Executable

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