Armor Sketch
Note: Posted 2017. Article date is original artwork date.
More work on the unnamed dragon girl character. This time with some
impractical armor.
This was done with a GIMP development build that added symmetrical
painting. It makes knocking out character designs pretty easy.
Posted: 2015-12-28
Early Danmaku Engine
Note: Posted 2017. Article date is original screenshot date.
Early vertical scrolling sh'mup prototype. This engine would
eventually support scripting with Lua, highly customizable and
scriptable bullet patterns with an API similar to Danmakufu, and the
ability to record, replay, and rewind gameplay state for ultra-fast
bullet pattern script iteration.
Gameplay ticks would complete in under 1 millisecond with hundreds of
bullets on the screen at once thanks to highly optimized bullet logic
and collision detections system.
Each bullet ran a tiny VM that would let it embed complicated behavior
such as splitting, firing sub-projectiles, changing direction,
changing angular velocity, changing velocity and acceleration, all at
frame count intervals.
At some point the gameplay core was made into a library and a UE4
project was started using that library for the fast scripting and
collision detection, but it was abandoned for being too much overhead
to the design and production pipeline in favor of returning to a 2D
engine.
Posted: 2015-12-21