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Saturday October 16, 2004
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Back from IGC! It was a wild time.. Finally got to meet Clark, Joe, Matt, John, and
Mark -- the guys I've been working with for the past nine months. We've been working
on dRacer via the Internet for that time, which just goes to show you that a successful
project can be pulled off that way!
IGC was a blast! I got to meet a ton of people that I chat with online all the time.
It was a pleasure to meet all of them, and finally chat it up with those who share the
same dream I do. dRacer won first place, as best single player game, and took second
overall. John Quigley ported dRacer to the Macintosh so we could do a full on show-off
at the Saturday night lan-party. John just blows me away that he pulled that off in
just over two hours!
Good things are happening to dRacer. We're pushing forward with it -- I'm working
hard on the editor and cleaning up track rendering code. Soon, full fledged development
will begin to get dRacer to market.. Here's to a great success!
Brett
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Dev Snapshot
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.: 10/17/2004 :.
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Sunday September 26, 2004
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Gettin' ready for IGC! Racer has evolved a lot since the last time I did an update. We have
a nearly complete racing model, and the track editor has changed quite a bit. The Independent
Gamers Conference is October 8th, 9th, and 10th in Eugene, Oregon. It's presented by
GarageGames and should be a ton of fun. I hope
to see a bunch of you people there!
Brett
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Sunday August 8, 2004
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It's been a long while since I did an update, so I thought it was about time. I've been very busy with the new
game, creating content, developing, and doing general games stuff. I'm working with
BraveTree Productions, LLC. in Eugene, Oregon on a racing game. The idea came about when I developed a technology
to simplify the creation of a racing surface. From that, many hours have been devoted to create a very customizable race
track component. Clark Fagot, lead developer at BraveTree, has worked extremely hard on creating a driving model that
works awesome. Joe Maruschak is the artist and ideas guy... It amazes me how many good ideas Joe has. He really
knows what makes things good or bad, and what should be included or tossed out.
We're now into our fourth month of development and the framework is almost complete. Soon we'll be able to start on the
game in earnest. I'm working on the track editor, which will be released with the game. It's a fully 3D world editor with
tools specifically designed to simplify track creation. It's amazing to me how much it has changed from its initial revision.
It's getting to the point where we can whip out a track in a couple of minutes and then race it. Soon we'll be adding the
ability to place signs, buildings, trees, and other scenery. Keep your eyes peeled for upcoming announcements! Also, check
out the screenshots page for some piccys of the game in progress. I swear I'll try to keep up on
this page!!
Brett
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Saturday April 3, 2004
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It has begun...
Not able to say what has begun, but just know that it has begun. Development,
that is, of a super secret project. It'll be super secret for a while, at least until
we're ready to drop it on the public. I'm totally geeked about it, as are a couple
of other guys. We've got a real chance here to do the right thing, and I totally
intend to do just that!
In case you didn't see it up at the GarageGames website, I've released my
stencil shadowing resource for the TGE. It had some initial problems going out the door, but I'm starting to see
some people actually using it, and that makes me happy. I spent a lot of time on that code. I know I
didn't get it completed like I had originally planned, but it gives someone about 90% of what they need to
complete the task. I hope to see some people using this in production games soon -- that would be a rush.
Brett
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Saturday March 20, 2004
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I've found something new to occupy my time! Yep, it's amazing how one can
be sitting around, lay down some code, and find something that's just so...
so... Well, amazing.
"What could be so amazing?" You ask. Well, I've always been interested in
racing games. Loved 'em since I got my first computer back in 1979. I've
played so many of them, I've lost track. Hell, even before my first computer
I was playing Fire Engine back at the old Pretzel Bell. Anyways, not
to get lost in nostalgia, I decided to implement a race track that emulated
the one in Wipeout. I imagined that it couldn't be too hard to lay it out.
It just seemed like a surface of triangles, much like a triangle strip.
Two hundred lines of code and a week later, I have a reasonable approximation
of that racing surface. The best part about it is, it's a drop-in for the
Torque Game Engine -- and it's got me really excited! It's also caught the
eyes of some other people... So, I've started working with them to lay plans
for a racing game. I think we're all pretty geeked about it. There'll be
more news in a few weeks.
By the way, did you see this?
Brett
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