Monday, January 2, 2017

Happy new year


I see you might be thinking "Where is Dig!Build!Defend!" well I'm tiding up this blog, since I have a gazillion different games to finish, I might as well add them all here.

New years resolution:

- Finish Game dev school.
- Do more with homeless simulator.
- Fix up all my demos so they run better.
- Attempt to get more work done on my game engine
- Port cyberfall to phone, because it's fun and I want to play it on my phone

Then more portfolio work, try and get more posts here instead of once a year, since I've stopped working on the engine, I'll have to start that back up again at a later date.

Monday, January 11, 2016

Well people keep using this blog so...
Why not make it about the technicality of "Juicygen" which is my XNA engine I've been trying to develop for quite a few years.

This will be it's 6th iteration!, but now it has proper physics, I'm partially overhauling the farseer plugin to work with what I need and adding in AABB basic collision because you see, with physical based stuff it's going to check the ground for collisions, you can't turn it off, but you can ignore the collisions and make use of basic AABB collisions for the player while you're on flat ground.

I will tidy up this blog in a month or so, as it's all outdated and old, I will use tumblr for game updates, because I feel people might be interested in how an engine is made or what I'm up to, instead of showing a video where -nothing- visually new is shown, and I may have overhauled, or placed some basic work.

Why a few months?

Check the tumblr but basically I need my schoolwork to be done before anymore game dev can happen.

I'm already missing working on this engine so much, I'm itching to get back and some actual games out, but, when my schools done I'll be a better person for working on the engine itself, and this is better for everyone, even the art guy I've neglected for a few years saying I will finish a project when I push it aside, it's all been learning though.

Anyway!

I'll be updating this again because apparently 80 people viewed this blog on jan 6th.

Thursday, April 2, 2015

I use TUMBLR now.

frostydoctorjuicebear.tumblr.com

Add me, see my latest works, it's more popular than here, I still get page views so, I'm leaving this up.

DBD will be back in action soon enough, I have actual decent mechanics now.

Tuesday, March 26, 2013

BACK IN ACTION UPDATE #11


WE'RE FAR FROM DEAD.
HERE TAKE A PLAYABLE BUILD.

http://www.impliedgames.com/website/trashuploads/1364377938.rar

Don't think this gamemode is the real thing, it's a prototype test, there's a lot behind it all that I have disabled.

Such as:
-World exploran
-Galaxy exploran
-Upgradan
-Bunch of other goodies.

Let me know if you find a bug other than the game over screen not focusing the mech.

HELP IT'S NOT WORKING!!!
You need XNA installed, here take this: http://www.impliedgames.com/website/trashuploads/1364355199.rar

It's an installer with a 100% working chance.

Monday, December 17, 2012

Late sunday/monday Update #10


Sorry for the delay in update, I've been full on in my RL job. I'm trying to get this done for christmas, but at this rate it's going to take me a year to finish DBD, because I like to polish and quality control what I put out.

This update this week!

  • Moving AI.
  • Fixed some AI things
  • New place holder? ore.
  • Bunch of other performance fixes.
I might of left out a few things, this week I'll be working on some AI (Make it follow the player and attack player so there's a bit of a game there).

Thursday, December 6, 2012

Weeks after the storm late sunday/monday edition Update #9


I know I'm sorry to those that have been WAITING to see what I've been working on, well here's a list of working things that are done in the game now.

  • Enemies
  • Mech tinker
  • Multi mech control
  • It now uses 50megs of ram
  • It's 1 meg in filesize
  • Optimized
  • Bunch of UI stuff done
Getting enemies to work now, so you can be invaded, also upgrades need work, and graphical effect, lots of graphical effects and ACTION!

I failed to do my part of a weekly update, I'm sorry guys.

Wednesday, November 7, 2012

Late Sunday/Monday Update #8


So I took a small break from DBD to work on a city building idea I've got.

This is the generator, blue = water, brown = dirt, green = grass, dark green = forest.

I could attach a height map to this and export it to 3d but that will be for another time.

Notes on DBD: I'm more so waiting for Ian and Rick to do the art, which it needs, a lot of the main game is done, I won't release anything until this art is all in and we have gameplay mechanics.

Expect a video very soon (Christmas?)

Tuesday, October 30, 2012

Late Sunday/Monday Update #7

Getting more time to work on this is amazing!

I got part of a new pc too!

I'm currently working out a solution to abilities, to be able to mod your mech, so far it goes something like this:
Ability[CurrentAbility].name = "dig";
Ability[CurrentAbility].mod1 = "fire";
Ability[CurrentAbility].mod2 = "fire";
Ability[CurrentAbility].mod3 = "fire";

if (Ability[CurrentAbility].mod1 = "fire" && Ability[CurrentAbility].mod2 = "fire" && Ability[CurrentAbility].mod3 = "fire")
{
 Ability[CurrentAbility].combinedmods = "inferno"+name;
}
if (Ability[CurrentAbility].combinedmods == "infernodig")
{
// Inferno dig code here
}

But this looks terrible, I'm not really sure how I want to go about it, I'll whip up something though, and maybe leave it till more content is in the game, I want a beta copy up ASAP, so I can show you guys my idea and how it FEELS.

Games are all about the feel for me.

Thursday, October 25, 2012

Ultra Late Sunday/Monday Update #6

My apologies to everyone, sometimes RL holds you back from stuff you need to do, in this case I haven't managed to get a lot done this week, but I am cleaning my work area (note: office) at home and brought some new computer parts because my current ATI card keeps blue screening.

So tomorrow I'll be re organising my work habit and area.

So here have a screenshot of some place holder stuff.


I might get rid of the buildings and have everything accessible via the queen, seeing as this is a 'hive' concept, I do have NEW ui's coming, but since we're all working for nothing, all of us have to support ourselves.

I do usually have an explosions of ideas when I play through my own idea, and how to improve, what can make this enjoyable for everyone.

And I refuse to do a kickstarter, I have no use for that money, unless it was 2 million to start a game company and get everyone on board on what we needed to do, and I highly doubt it could get funded, I could always try, but I might do it after this game is made, to show people we're not a scam or something.

For what ever happens, I'll always be here developing projects, even if it's solo or what ever, I enjoy it.

Once I have more of a game together I'll do a NEW video, it all needs to be updated.

Tuesday, October 16, 2012

Late sunday/money update #5

This week I bring you...
Ta-Da! 
(This is a first phase idea set, it's ugly I know, it's kinda obvious that it is)

This is an EARLY build of what I'm going to implement and that is PLAYER MODS, they for the time being work as follows:
  1. Say you want to modify your JUMP.
  2. Click the edit button.
  3. Then attach a MOD to it, different mods will do different things, such as, if you attach a fire mod to your jump, your mech will create a fire based explosion upon landing.
  4. Attach a fire + Ice + Fire mod? You create hot steam when you blast off!
  5. The possibilities are endless, not only that, this is a way to have DIFFERENT MECHS, say you put all your points into def.
  6. You now unlock the ability to slam on the ground because you're a heavy tank.

Literally 1000's of combinations as you can see, how fun will it be to, oh I don't know add FIRE TO WHEN YOU WALK AND LEAVE A FIRE TRAIL?

Once again I know how UGLY this looks, I've by no means polished this.

Wednesday, October 10, 2012

Late sunday/money update #4

A weeks gone by already?

Working on a few things for the engine, more on the underground stuff, trying to get the background to scroll correctly but for some reason if you have 1 image next to another and you move it, due to in consistent updates from the game loop.

Say we have 1 image next to another:

XX

X and X being 2 images, and the game loop runs for a period of time, it will actually not update properly despite you sticking them into an array and looping the array and having the Y co-ords + 1 it will miss calculate.

I'm trying to find a decent fix for this aside from linking everything with the gametime.

Tuesday, October 2, 2012

Late Sunday/Monday Update #3

Sorry for the lateness, I'm building a project mini game to deal with the underground of DBD, and how it generates, I'll release this game for free once I get it working, as you can see the selections aren't working, this is something I could build on.

More details about this later!

Sunday, September 23, 2012

Sunday/Monday Update #2


Been making an EDITOR this week, for my artist, and also working on a new underground system!

You might ask, why not use box 2d or something, that's a fair question, but I'm here to learn about engines, and I enjoy doing so, so far we got alot of the work out of the way, such as

>Lighting
>Shader
>MultiThreading (Still has memory leak issues)
>Tile scanner (Currently working on this to invent a way to do tile destruction, It's awesome so I'm spending the time to work with it)
>Program to make the UI/Animations/Particle effects (Currently working on)

There's much more still to an engine we're working on, but at the end we want to add more content and make it all fit nicely without spaghetti coding and also

>Having 0 Load times

This is something I'm working on too, so far it's looking very promising.

(Give me a month guys for a demo copy, I'll see where we're at).

Here's a little snippet for loading a file onto a form with XNA on it.

I think there was a ton more things I wanted to say, but this will do.

Monday, September 17, 2012

Sunday/Monday Update #1

As promised an update on what's been going on!


Eggcellent.

Got a great idea on what's happening with these, All I'll say for now, Is that your main mech is a cyborg and you hatch from an egg, but that's not even close to what this will allow us to do.

You don't just control 1 mech, you have more, and more eggs, then hatch more mechs, climate affects on what mech you get, so if you're on an ice planet then you will get a mech that has cold resist and so on, I don't think I have to explain how enjoyable this will be.

I'll release more detail next sunday/monday update. 

Sunday, September 9, 2012

Steam Greenlight! New graphic concept!


New Graphics! Thanks to the newest member of the team, Zech!
He will be in charge of characters and enemies! Working along side Ian while Ian does the UI.

Also another announcement, we're now on screen greenlight, PLEASE keep in mind, this is all in pre-alpha, like the graphic change we can still change a lot of things which we have due to people not being happy with some aspects of the game, which in the next video we will display everything to get you guys excited to enjoy some FUN.

Steam Greenlight link.
http://steamcommunity.com/sharedfiles/filedetails/?id=94481227

I'll do weekly updates every Sunday to show progress.

Thursday, August 30, 2012


  • Update on new graphical enhancements coming along.
  • New particles
  • UI workings
  • Planets
  • Galaxys
  • Other UI's
  • Dirt covered mech
  • More things!
A lot of these things will be placements, until we polish them, getting the engine fundamentals down.

Monday, August 6, 2012

Collision Test

Sometimes in programming you might want to make small 'mini' games, so to speak, to run some test code, here's what our collision mini game looks like.

Sexy ain't it?
Each tile has HP, you can dig and the collisions and weight to the blocks are perfect.

Now to add a test ui and everything else.

A LOT goes on behind the scenes though, with a lot of complexity, I won't bore you guys too much.

Wednesday, July 25, 2012

Tuesday, July 10, 2012

Steam Greenlight

Amongst the weird dream I had last night I have a few new Ideas going into DBD.

-Free mode
This mode you can dig on 1 planet down for hours, I'm not sure how long I could make a level.

-Other modes
It's a digging game where you get minerals to upgrade and defend, got an idea? suggest something below, or email admin@impliedgames.com, I really want more fun in this game so any ideas to help this along would be helpful, not that I'm out of them, I just like a majority rules vote style on game ideas.

Also:
http://steamcommunity.com/greenlight

Finally something like kickstarter to have people 'like' a game to see if it's worth a dime.

Expect Dig!Build!Defend! to be up there, stay tuned.