Ah that post painting funk

Ok after a little breather It’s time to get back to working on things that are fun.  Finishing a painting is both exhilarating and exhausting and I find myself having to take a couple days and recoup my creative energy or I’ll find the need to go back and fix, and tweak and tweak irrisistable.  But taking a bit of time away lets me just be proud of what I’ve done and let it be. After a couple days I … MORE

Missed a few

Ok missed a few updates like updates 24-32.. they’re there, just not gotten around to posting them However on sketch 32 this little guy popped out. and then I decided he needed a chance to get a world to live in. And by 37 it was looking like this:       Then pulled in some rough textures and and blocked things in a bit more. By update 40 the trees were looking flat and the overall color was beginning … MORE

More thing a day, week 2.

More art and stuff playing around. Trying to make a conscious effort to design shapes that works as a whole instead of just pieces that fit together.

Flying Golden Turtle Final

  I think this is going to be it!  Gonna sleep on it but I think this is where this journey ends for this piece. At least for tonight. Barring any last changes I’m looking to get this to a printer this week.       And here’s some details of some of my favorite parts of the painting. The little path into the forest The little church and houses on the hill The turtle.. shell and belt buckle just … MORE

Milestone 2: Week 4 – Finallly Fixed!

Finally got some time to dev last friday and Made Progress(tm) since the week before was spent rebuilding the pc. The Maze Generator works! I’ll need to increase the internal branching, it’s a bit too linear right now but that’s just a variable that needs to be tweaked. Rooms now get harder and harder, the further in you go.  Next up is some minor UI tweaks and then a second enemy and that’s it for Milestone 2.  Just a couple … MORE

Happy Easter – Week end update

Busy busy week.. all freelance debugging and we development.. So not much progress on the game. Money rounding..  yeah.. lots of refactoring code. Moving some more UI elements into groups so they render in the proper order and can be switched on and off. Anyway here’s another beta.. # 7 now. http://www.swiftthought.com/temp/BarnyardBonanza007beta.apk

Daily Progress update.

I know… updates two days in a row??!  What madness.. Manged to get A* following objects to automatically turn and adjust their facing while maintaing their portrait’s orientation.   Also increased the basic map tile size by one so things aren’t as cramped.  The remainder of the evening was spend working on the following Mocup UI: As you can tell I’m targeting a baseline 1280×768 resolution.  (obviously.. doesn’t everyone count the pixels on every image they see?)  The different thing … MORE

The Fall Season!

Whoa.. after what feels like an absolutely morale crushing infernal heat wave that has more or less sapped all willpower for the last several months… it’s time to get the show back on the road. Here’s a peak at what’s been worked on.  More details as soon as I get more gameplay things put in.  And after a break to Javaland  it’s back to good ol TGB.  The upside is that things make so much more sense now.   Many … MORE

Setting sail against the winds of whim and staying the course

Wooosh… that’s the sound of another gale force great idea blowing around. Yup, they’re pretty much everywhere at this time of year. Annoying, persistent, unformed, and generally really exciting! The thing is, they’re always much more exciting and enticing than what you’re doing ‘now’. Especially if what you’re doing now is rewriting something you’ve done before, in a new engine. In the last 3 weeks I must have changed my mental description of what I’m working on half a dozen … MORE

Sheep benchmark

Time for a little progress update, eh? Ok so some more sheep have been done but it’s time to assess the situation and get a firm grasp of where exactly I stand.   But first a picture of the prototype tuckbox that the game will be shipping with (some assembly  required) Why Include something as silly as a tuckbox, when it will surely impact the bottom line One might ask.  Well the answer is simple,  with the last couple playtests it’s … MORE