Today wasn't a complete wash for me.
I managed to get some art done :)

I'm currently working on a snazzy sci-fi hud, posting screenshots maybe tomorrow. It's probably going to be the best-looking part of the game.

Also working on a subproject that will be a dependency of the game, "metaworld". Basically the idea is to track in real-time events that are happening off-screen. The game will pretty large spatially, so I can't have everything loaded all at once. The Metaworld will keep track of events happening and simulate them accordingly as if they were happening in real-time. In fact, the objects you will see in the game and mobs moving around are not actually the logic holders; all logic will be occurring the Metaworld.
I can't wait to see these projects once they're developed further--the screenshots look awesome and the concepts sound awesome! :D

Excited.
Day 2-I managed to get some work done on the battle system today.
Here is a nice preview of what I have so far ;)
Arcane Screenshot>
What, I get back from bowling, and I find this on my PC.

project500

Oh well, Day 3, Soccer Game.
That is a lot of little dudes cutting wood. Looks good :) I really liked the AoE series and it's kin, so I'm looking forward to it.
@Albro: You shouldn't have posted it man..

Everyone's project is looking damn interesting!
Meh... Trying to generate a procedural world made up of a series of hex bases 'zones'. Groups of zones will have themed terrain/enemies/etc. Players will start on the outskirts of the map, and have to make their way towards the center-ish to complete whatever the sessions objective is. (Kill the king in his castle, steal the magical whatzis from the wizards tower, find and destroy (or use) some holy (or unholy) artifact, poison the hidden healing spring, etc). Players can find an assortment of items/henchmen/special areas while they wander, building up their party to be strong enough to finish. I'm thinking somewhat turn based. Maybe timed turns, similar to Treasure Quest. *shrug*

Spending too much time getting the areas and connections to line up the way I want. Players would not see such a large section of the world, just the zone they are in, and some of the surrounding zones. And obviously it wont be quite so damn ugly.

In response to Flick
Hey flick, I'm not sure how you are generating your hexes, but if you haven't already, take a look at this:

http://www.byond.com/forum/?post=1172305

Might simplify the process quite a bit.
Back from the wedding. Spent all day Thursday and Yesterday driving. Now I can finally get to work. Unfortunately, I have nothing to show yet!

Except for this http://puu.sh/4BDxe.gif

But a lot of you have already seen that.

Just so you know, Tofu is a murderer of the innocent.
I'm incredibly torn between wanting to show off my work-in-progress, and a desire to keep it a secret.

It looks like there's a really nice variety of projects so far!
In response to SuperSaiyanGokuX
Do it... give in to the darkness.
My day 2 consisted of finally getting a commission to do some programin'. Talk about luck.
In response to SuperSaiyanGokuX
http://puu.sh/4JfF9.png

Day 3 for me, heading off to work. Good luck everyone!

my motto for this contest: "I'm getting my 50$ back."
http://puu.sh/4JorO.png (lel)

Windows Galore - The Windowing. I've got the entire UI system done (adding widgets and content is trivial). You can drag around windows on your screen, and I can have them appear with a neat fade effect and any size or shape I want. I quite like it. Next up, working on the actual game.
I say byond should get at least 90% of prize money :o Btw, nice work guys you are making byond more sexy
Quick question, could the evolution theme include something like the map itself evolving? Or is it specifically about a single entity that evolves?
I think the idea was more or less either genetic, or technical. Just having the map changing wouldn't necessarily be enough, if you ask me. The map would have to be moving forward from simple to complex to qualify.

I think what he's going for with that theme, is gradual refinement and improvement, and not just change.

Then again, I'm not a judge... So... Yeah, take that with about a pound of salt.
In response to Ter13
Ter13 wrote:
The map would have to be moving forward from simple to complex to qualify.

That's what I had in mind. Like, say you had an object that bounces back and forth forever between two obstacles. Obstacles could then be removed, changing the path of the object. The game would involve 'freeing' more and more objects whose pathways would become increasingly complex, especially with the use of tiles that bounce the object at 90 degree angles.
Rough draft of the main character Tairun (Was the same character in my failed contest entry earlier called SUN).


My piece is going to be based primarily on the Exploration theme, but Playing the Villain can be tied into this, I suppose. Tairun isn't a villain per se. He's a neutral sort of guy. He'll side with anyone if it benefits him.

Anyway, throughout the game he'll be grabbin' them powerups to make his way around the map such as these:

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