Procedural generation of data

So as mentioned elsewhere, I’ve begun working on an update to MMORPG Tycoon. MMORPG Tycoon was always about three things for me.  One was a game concept I had been tossing around for ages, called “Bunnies Can’t Die”.. up until Rayman: Raving Rabids came out and killed that title stone dead.  I’ll talk more about…

Multi-Genre Games

I recall a print advertisement that I saw for a game, when I was young.  It was for a game for the Apple ][ computer, and proclaimed that it was the ultimate game;  it had spaceship flying, sidescrolling run and jump, car racing, shooting.. you name it.  The ad called it “the game for everyone,”…

MMORPG Tycoon 2.0, Development Begins

So I’ve officially started development on MMORPG Tycoon 2.0.  I’m expecting this to be a lengthy development, and I’m expecting to occasionally make diversions into “Game in a Week” or other such offerings.  But for the moment, I’m focusing hard on Tycoon development.   This is the first screenshot of very simple terrain generation and…

Lighting in VectorStorm

I promise;  last post about lighting support! Here we have fully working lighting support.  We have a shiny sphere, and a more matte (though still lit) cube.  The bright white spots represent lights in the scene.. though in this screenshot, they’re not colored the same as the light they’re emitting.  They’re just for debugging that…

The Antepenultimate Lighting Post

I really do like to use $5 vocabulary words, sometimes. Anyhow, this is just a quick note that I’ve got lights into VectorStorm.  There might be a few minor API changes to them from here out, but they’re now basically functional.  Currently supported are ambient, directional, and point light sources.. which should be all I…