Projects Of Some Degree Of Interest

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An update blog for projects going on that have some degree of interest

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122 entries
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jb-dev
September 28, 2018
New music track released -  VIRTUAL 洞窟

I've recently released on YouTube a new track part of the game's original soundtrack.

I have yet to choose how this track is going to be used, but chances are that this track will be used in a cave-like level (mainly due to its title)

If you got any type of feedback, don't be s…

1,564 views
jb-dev
September 24, 2018
Weekly Updates #13 - Serenity

Last week was a modelling one. There aren't a whole lot of new mechanics but it was still a productive week nevertheless.

Custom Font

Firstly, I've previously talked about creating a custom font to display some of the GUI icons.

Well, with the use of FontForge, we were able to add ve…

3,011 views
jb-dev
September 17, 2018
Weekly Updates #12 - Having a 【Midnight Special】

Last week didn't have any particular theme, although it still was a busy one...

Statuses

First off, all statuses now have effect textures. these are really abstract, but nice to look at.

(From left to right: Bleeding, Burning, Damned, Frenzied, Frozen, Knocked Out, Poisoned, Para…

2,107 views
jb-dev
September 10, 2018
Weekly Updates #11 - Ms. Liza, I don't feel so good...

Last week I've worked on implementing statuses in the game.

To put it simply, statuses negatively affect entities. Things like poisoning or bleeding, for example, will continuously dish out damage for a specific amount of time.

Statuses

Here's a list of some statuses and their effect…

2,222 views
jb-dev
September 03, 2018
Weekly Updates #10 - yum ゝ彙ヶ

Last week I've worked on two things: Foods and Activated Items.

I can safely say that my goal was achieved, and even surpassed.

I've managed to add three working Activated Items and a whopping 9 foods in total.

So let's dive right into it.

Focus system crash course

Before we …

2,749 views
jb-dev
August 27, 2018
Weekly Updates #9 - Relic Mania

In my previous update, I've said that the next step would be to integrate relics in the game.

I'm proud to say that I've managed to implements some of th…

2,602 views
jb-dev
August 20, 2018
Weekly Update #8 - Locked down

I've decided to change the frequency of these updates: most of the times, I just do some minor updates and graphical tweaks here and there. Therefore, if I do these updates weekly, then I'll have a lot more content to write about.

So, yeah...

Last week, I've been working on adding many d…

2,818 views
jb-dev
August 12, 2018
Daily Update #7 - Another plane of being

During the past days, lots of shaders were updated and other visual things did too.

Firstly, I've added lights effects when the crystals get shattered. There's also a burst of particle emanating from the broken crystal on impact.

Also, enemies now leave a ragdoll corpse behind when they …

2,332 views
jb-dev
August 08, 2018
Daily Update #6 - Dynamically colored decals

Today was kind of a slow day too. I've haven't got a lot of sleep lately (thanks little hamster wheel in my head)

But at last, I was still able to add (and also fix) some graphical components here and there.

In short, I've made the first and last rooms of the level more distinct from eve…

2,243 views
jb-dev
August 08, 2018
Daily Update #5 - Eternal Ethernet

Today, I've worked on level exits.

When the player arrived at the last room before, nothing awaited him. He was stuck for eternity on the same level. Kinda boring, actually...

But today this is no more! Now a big Ethernet port awaits the player at the end of the level.

He just needs …

2,436 views
jb-dev
August 06, 2018
Daily Update #4 - Crystal updates

 

 

Today, I've fixed some bugs with the crystal throwing algorithm.

Basically, crystals will be used by the player to get to those alternative paths I've mentioned in my BPS tree entry.

There'll be at least …

1,981 views
jb-dev
August 04, 2018
The power of the vector cross product, or how to make a realistic vision field

In the previous iteration of our game, we decided to use an actual cone as a way to make an AI "see".

This implementation was hazardous, and it quickly became one of the hardest things to implement.

We eventually were able to code it all, but the result…

5,779 views
jb-dev
August 04, 2018
Daily Update #3 - AESTHETIC++

Today was kind of a slow day: I had many things to do, so development was kind of light...

Nevertheless, I've still managed to do something...

I've added a way to highlight items through emission (not unlike how we did it…

2,089 views
jb-dev
August 03, 2018
Daily update #2 - Bombs

Today I've worked on adding bombs to the game.

They are really useful for dispersing enemies and such.

The model was made a while back. It was just a mater of importing it in Unity and coding the script.

Here's a nice video I've made just for that:

There's nothing reall…

1,858 views
jb-dev
August 02, 2018
Vaporwave treasure models

Roguelites are synonymous with loot and treasure chests. However, my game is vaporwave, so traditional treasure chests are out of the question.

This is what I came up with:

You may get the references if you know you…

2,013 views
jb-dev
August 02, 2018
Daily update #1 - wet-dry shader variations
I've decided to make a daily update blog to have a development metric. So here goes...

Today, I've modified the shader I've previously made so that it can take a "wetness" parameter.

Basically, in my palette, the first 4 columns represent…

2,142 views
jb-dev
July 29, 2018
lets go to the mall (Video)

After really thinking about it, the method I've used to play MP3 wasn't the most flexible, so after re-work…

2,225 views
jb-dev
July 25, 2018
The 【 VaporMaker】, and letting user play their own music while playing

Vaporwave is synonymous with music. It is primordial that music must be spot on... But with recent takedowns of Vaporwave classics, let's just say that I'm less eager to have sampled Vaporwave included: I don't want that to …

3,704 views
jb-dev
July 25, 2018
BSP trees, or creating a randomly generated level

So the game I'm working on is going to use rooms that are connected to each other by little holes, creating something somehow similar to "Binding of Isaac", but with organic room disposition rather than rooms placed on a grid with specific dimensions.

To do this, I needed to search for a goo…

6,997 views
jb-dev
July 25, 2018
Updates

Hi guys,

I have a bad news and a good news.

The bad news is that the game i was currently working on is kinda canceled. But, however, this is not the end of this endeavor.

I've chosen to continue the development on my own and with Unity. 

Turns out that the previous engine we tri…

12,309 views
jb-dev
June 21, 2018
Windows-like pause menu and color computations

So the game we develop is growing steadily. We've already added a pause menu.

Its function is to be a... pause menu. (I don't know what you expected...)

The design

Because our game is going to be really Vaporwave, we knew that the visual had to be on point.

We ended up trying a c…

3,010 views
jb-dev
June 16, 2018
Analog video post-process filter

In order to increase the aesthetics, we looked for tips on the post-processing filter for our engine and came up with the idea of using a VHS / Analog post-processing filter,

Because my teammate had already built OpenGL shaders in the past and that's kind of his hobby, he gave me the link to…

2,386 views
jb-dev
June 11, 2018
New Vaporwave music track

As part of our vaporwave roguelite game, it's actually mandatory to have some kind of music...

Here's a first look:
 

EDIT: There's another one : 

 

2,075 views
jb-dev
May 30, 2018
Relics, or permanent passive items

The game we're currently making is a rogue-lite. This means that we're gonna have some kind of upgrades during gameplay.

We choose to take the "Binding of Isaac" way and went along with passive items. We call them "Relics".

Anyway, here are some renderings:

 

1,607 views
jb-dev
May 16, 2018
Splash Screen Mockup

Here's a slash screen mockup. It could be shown when a level is being generated or wile all assets are loaded.

2,080 views
jb-dev
May 16, 2018
Low poly meshes

We made some design concepts for trees and foods. It's pretty low poly, but that's the point!

We'll plan to use foods as temporary stats boost. Some might even be in trees...

3,075 views
jb-dev
May 10, 2018
Steering behaviors: Seeking and Arriving

Steering behaviors are use to maneuver IA agents in a 3D environment. With these behaviors, agents are able to better react to changes in their environment.

While the navigation mesh algorithm is ideal for planning a path from one poin…

27,700 views
jb-dev
May 06, 2018
GUI Mockup 2

After a play-test event at our workplace, we decided to re-evaluate our priorities and begin to gradually modify our backlog accordingly.

So I decided to create a new HUD sketch that is an evolution of our previous design.

So there is now a queue that shows context-based notification…

1,952 views
jb-dev
April 30, 2018
Idea: Iridescent shader

In our brainstorming, we had the idea of a type of item dropped by enemies that will have a very particular look: it will reproduce bismuth and, in particular, its iridescence.

What is Iridescence?

Remember CD? The under side of CDs had some trippy colors that changed based on which angl…

6,124 views
jb-dev
April 27, 2018
Dynamic color palettes

When we started our game, we already knew it was going to be really abstract.

Therefore, we also knew that, in term of shaders, it would be a real challenge.

However, because we use jMonkey Engine (which is a shader oriented engine), we also knew that doing a custom shader with it was go…

8,632 views
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