A strangely slow week for actually playing games, but a strikingly productive week for creating them!
I put some more time into Lock’s Quest, played some Bookworm on my iPhone while out of the house, and got a few more quests in with my Borderlands buddy, but I don’t feel like I actually gamed too much this past week.
Instead, I spent quite a bit of time actually writing potential code for my currently primary game engine including texture based level layout drawing, pixel shader post processing (including hue/saturation, vignetting, bloom, haze and refraction), simple particles (will probably rewrite this entirely later to hopefully take advantage of point-sprites), and some simple polygonal collision detection.
I’ve attempted to avoid my usual trap of over-thinking the engine design in favor of the mantra of Jonathan Blow: “Always be prototyping!” It’s something of a struggle to just sit down and make something “just work” rather than try to make it optimal from the start, but I always manage to surprise myself when I do follow it, and end up producing something tangible.
