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Introducing: the Cove

It’s been a fair while since my last post, mostly owing to two signifigant events : a 10 day holiday in Fiji leaving my full time job of over 10 years to focus on game development.   But to the Cove…...

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the Cove : first video and progress update

Over the last couple of days I have been doing a bunch of work on the Cove: adding a fair wack of core game play elements as well as integrating video recording, which I used to capture the first...

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the Cove : gameplay video update

I’ve been making bags of progress on ‘the Cove’, the video shows where I’m up to as of this morning, notable changes include full physics integration and the levelling system with place holder screen....

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the Cove : WIP Screenshots Update

I’ve taken a break from the seemingly endless gameplay balancing to take a few screen shots to show where the Cove is at:

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the Cove : Finished and Entered

I finally finished my contest entry the Cove, links to download and give it a try at the bottom of this post. I would have loved more time to work on it but the contest deadline was a nice way to...

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the Cove : Wins Beta 1 Game Contest !

The results are in and my game the Cove has won the jMonkeyEngine Beta 1 Game Contest!!! But no time to celebrate, I’ve been feverishly working away for the past week on a Hex/Boxel engine to use in...

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“Hex Engine”– Progress Walkthrough

After just under a fortnights progress, I have finally got around to making a 720p video of my WIP Hex Engine, covering a few of the features that are in there right now (well 2 days ago)… a few select...

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“Hex Engine”– The AI Update

Another week down, and another video. I have been doing a lot of work on the AI and character systems, here is 10 minutes of setting up some basic AI for a level. And a few select screen grabs from the...

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“Hex Engine”– Two quick video updates

Both can be enjoyed in 1080p. A simple vertex shader water test : Trialling new tile types and testing updated animation system: … and a giant floating Oreo =)

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“Hex Engine”– The Camera Update

I have been doing heaps of work on improving the UI, and on AI systems, so to take a break from all that  I added a more comprehensive camera + screen shot system. The 5 screen shots taken during that...

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“Hex Engine”– The Third Camera Update

(full screen + HD if you can, the lower res versions have scaled poorly) what’s new :: Image Based Lighting 1080p video “PhysicalCamera” - Physically Accurate DoF - Focal Length and Aaperture Iris...

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“Hex Engine” – HDR Tone Mapping Update

watch at 1080p if you can =)   screen shot direct from the game  

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Terrain Side Project

I’ve been really sick for a few weeks and to take a break from my HexEngine work I knocked out a quick terrain side project. (watching at 1080p will give you a-happy-a-feelings) The terrain I made: is...

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3D Mesh Voxeliser

I put a bit of work into a mesh voxeliser, so I can turn existing 3D assets into voxel world objects :   In the proccess I changed the world random seed value by 1 to give a new background, and changed...

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3 Part Adventure

3 videos taken adventuring around the world. It’s time to shelve this project for a while, I will come back to it later for sure though.

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Old Art Assets

I was digging around some backups and found a bunch of models I made  for a Flash project many years ago, then a Unity project, then a UDK project:

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It’s Alive! “Maker’s Tale”

The Hex Engine project has finally emerged from getting a fresh splash of paint as: www.makers-tale.com Maker’s Tale gameplay takes place on a tabletop board game that has sprung to life in the...

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New Maker’s Tale : Tech Demo Video

A bunch of new progress: - simplified wireframe UI placeholders - mulitplayer + chat - community map sharing - hero character - game rule + resource rules enforced - heaps of stuff to help getting it...

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Saturday Project

Yesterday I made this: to go with some other work I’ve been doing. That is all.

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Maker’s Tale Fur

I’ve been toying around with some fur shader recently, not really sure if I have a use for it yet, still cool =) :    early test  same set-up, quickly re-tinted    same setup, no “length map” = long...

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