Hand shapes with intermediate frames
August 12th, 2010
Some of you asked whether Robbert could make fists yet, so here is an update on that front. This is a pretty important feature for a fighting game -- punches are difficult to perform without fists. It takes a lot of bones to rig a hand, even a simplified one like Robbert's. You need at least two bones per finger ...
Overgrowth Alpha 91
August 10th, 2010
Here is what is new in Overgrowth in the 91st weekly alpha. If you are confused what a weekly alpha is, or even what Overgrowth is, please read our fancy FAQ. Basically, we are developing a massive video game from the ground up -- we are able to do this completely independently by accepting preorders for the game before it's ...
AWOL technology
August 8th, 2010
Aubrey recently posted about the artwork he did for a pre-Overgrowth game prototype, called AWOL. Today I'd like to show some of the technical work I did for that prototype. The first thing I did is make a quick level editor to test out the basic movement and aiming controls. This allowed us to easily create simple test levels ...
AWOL artwork
August 6th, 2010
Before settling on Overgrowth, David and I kicked around a few different ideas. We have a lot of leftover concepts, screenshots, and art assets from trying out these ideas, so I thought we should show them to you! One of these ideas, called AWOL, was a mouse-only cover shooter game inspired by the classic arcade game Cabal. Here is a ...
Overgrowth Alpha 90
August 3rd, 2010
Here is what is new in Overgrowth in the 90th weekly alpha. If you are confused what a weekly alpha is, or even what Overgrowth is, please read our fancy FAQ. Basically, we are developing a massive video game from the ground up -- we are able to do this completely independently by accepting preorders for the game before it's ...
Linear algebra for game developers ~ part 4
July 31st, 2010
Last time we talked about transformation matrices, and how they let us change from one coordinate system to another. A lot of you expressed interest in quaternions, so today I will go over 3D rotations. But first let's review 2D rotations. 2D Rotation Since there is only one possible axis of rotation (the axis going into the screen), the ...
Old School Color Cycling with HTML5
July 27th, 2010
In the last day, a number of people have sent me this awesome link, so I figured I would post it here as well. It is an awesome mix of HTML5, game tech, and nostalgia: Joe Huckaby of Effect Games has created a neat HTML5 tool for rendering old school game backgrounds that use color cycling. For all of the ...