| Krelian ( @ 2008-06-19 07:35:00 |
What has Krel been doing for the past 10 weeks?
That.
Six roommates/friends and I made a neat little tower defense game. It's a 3D online multiplayer game involving cooperative building of towers along a spiral path up a mountain to defend against monsters. The monsters are trying to reach the top of the mountain to grab villagers and carry them back down the mountain.
We were the only group that made our game supported on OS X, Linux, and Windows. We're pretty proud of that; while it made lots of things harder, it was an important goal for us from the beginning. I pretty much exclusively played and tested the game on my MacBook.
The website is http://www.neathat.com although it's been down a lot recently (home server, and Trac is... like a fine aged cheese or wine with a lovely bouquet, except Trac eats all your memory and shits on your VM, while cheese and wine are simply tasty. Subtle difference.)
The video is our presentation for the game's demo. Paul Knight's the one talking the whole time, I'm the awkward one with terrible public speaking skills rushing through the question about monster goal seeking at the end. You can tell that I've begun talking when you're blinded by a flash of light; I'm frighteningly pale. I should stop wearing black shirts.
I'm the "graphics guy", which is to say that 10% of my work was spent on graphics, and the other 90% was spent on game logic/engine. I implemented things like projectile seeking, splash damage, barrel rolling (oh yes), dancing, tower build animations, creature/player movement, item pickup/drop animation and logic.
In retrospect it was a whole hell of a lot of fun; our group suffered from organizational problems fairly often, and my personal solution to these problems was to pick out fun things to work on and work on them until someone objected. Quite effective and fun.
That.
Six roommates/friends and I made a neat little tower defense game. It's a 3D online multiplayer game involving cooperative building of towers along a spiral path up a mountain to defend against monsters. The monsters are trying to reach the top of the mountain to grab villagers and carry them back down the mountain.
We were the only group that made our game supported on OS X, Linux, and Windows. We're pretty proud of that; while it made lots of things harder, it was an important goal for us from the beginning. I pretty much exclusively played and tested the game on my MacBook.
The website is http://www.neathat.com although it's been down a lot recently (home server, and Trac is... like a fine aged cheese or wine with a lovely bouquet, except Trac eats all your memory and shits on your VM, while cheese and wine are simply tasty. Subtle difference.)
The video is our presentation for the game's demo. Paul Knight's the one talking the whole time, I'm the awkward one with terrible public speaking skills rushing through the question about monster goal seeking at the end. You can tell that I've begun talking when you're blinded by a flash of light; I'm frighteningly pale. I should stop wearing black shirts.
I'm the "graphics guy", which is to say that 10% of my work was spent on graphics, and the other 90% was spent on game logic/engine. I implemented things like projectile seeking, splash damage, barrel rolling (oh yes), dancing, tower build animations, creature/player movement, item pickup/drop animation and logic.
In retrospect it was a whole hell of a lot of fun; our group suffered from organizational problems fairly often, and my personal solution to these problems was to pick out fun things to work on and work on them until someone objected. Quite effective and fun.