Ok, as promised, it’s time to work out just what’s happening with the various side-projects I have going on. I have a bowl of tea and good music playing, let’s do this.
Tyr
Tyr is Ragnarok mark 2, the next step in my eternal quest to build a 2D OpenGL game engine. It’s already better than Ragnarok in some places, but not as complete. I’m not sure if it ever will be complete, history says it is unlikely to be, but the engine does get more and more complete with each iteration, so there is hope that one day I’ll complete this rather epic task.
OpenML
OpenML, the planned 3D model loader/converter written in pure ANSI C with no dependencies is being put to rest, whilst it was fun hacking around in C for a while, it wasn’t really different enough from my C++ projects to be teaching me things, and as such I lost interest. If I ever go into making a 3D engine/game it may be revived, but for now no further development is planned.
LibCT
LibCT has been on unofficial hiatus for a long time now, with very little if any development being done on it. It’s a lot of code, and difficult to get back in to, add to this the feeling that it is ‘finished’ (There’s always more features that could be added) and it becomes obvious that I have to make it official, development on LibCT will be postponed indefinitely. I do want to finish off the current task-list to take it to version 2.1 at some point, but at the moment that desire isn’t too great. We’ll see how I feel in a few months.
Cerberus
Cerberus, I’m happy to report, is complete. It does all the things I wanted it to do and more, I may add a few things here-and-there as I need them, but for now all active development will cease and no further development is planned. I am really happy with how it turned out and it was a great learning experience that has, among other things, given me a working knowledge of Python that I am sure to put to use in the future.
Nevermore
This top-down Advance Wars style RTS is most likely finished. It’s a lot of work for one person, and the co-developer on the project has dropped out due to getting a proper job (the cheek). However this project was born out from a desire to make that sort of game that I have had for a long long time, and still have somewhere, so I expect I’ll have another project along those lines at some point in the future.
You Are Likely To Be Eaten By A Grue
2D light-based platforming game where you have to stay in the light to avoid that most unfortunate of fates. I like the idea of this game, I like the title, and I think it shows promise, but it needs more time, more time to come up with more light-based puzzles to actually make a game out of this, rather than a (rather shiny) 2D light simulator. This project will be completely on the back-burner but with a mind to occasionally put some time in to thinking of ideas. Hopefully enough ideas will form and I’ll be able to continue this project.
Subterfuge
2D submarine game with ‘Hunt For Red October’ style tactical game-play based around using sonar to sniff-out your opponent whist attempting to avoid them ‘seeing’ you. Pretty sure the main drive for even starting this project was to see how difficult it would be to draw sonar that bounces off arbitrary lines. The answer: Quite hard. I’ve mostly solved this problem, just a few edge-cases left, however I’ve kinda ran out of steam on this one and don’t think I’ll complete it. Status: Dead
Physics Engine
This project is so new it doesn’t even have a name. It also hasn’t started yet and I’m not sure when it will. Basically I recently bought a book (Game Physics Engine Development) which promises to take the reader step-by-step through building a decent physics engine. It is my hope that this will once-and-for-all cure my physics-ineptitude. Stay posted for updates.
Well that’s it, 8 projects listed, only 2 left in active development (and one of those not started yet). Sometimes, you just have to be brutal, especially in light of how much less free-time I have these days.