[Most Recent Entries]
Below are the 20 most recent journal entries recorded in
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|Thursday, March 15th, 2007|
Now the wonderful Uatec has joined the team, we've been working on a remake of the classic Dune 2.
It has the usual ProjectorGames 'lack of limits'
and I rewrote a routefinding system that served me so well in on the 486
We're hoping to have some fun dual projector support on this one. Fancy trying it out? Get booking info from DjArcas
|Wednesday, February 21st, 2007|
Tower Defence turned out to be very popular at Landed! The game scales well to lots of players. If you're interested in making some levels for it, drop me a line!
|Tuesday, November 28th, 2006|
I'll paraphrase, to protect the innocent, my email conversation.
Nice man : Gibberish.
Me : Do you speak English?
Nice man : Ring me about ProjectorGames
Me : Er, you're in Holland, can't we talk on Skype or MSN?
Nice man : Yes! Does PG do 4 player yet? Is anyone selling it?
Me : Our record is 86 player actually. I'm not selling it, just hiring it out.
Nice man : I found you on the internet! Your dreams might be destroyed by the WONDERWALL, that is 40 player wireless!
Me : Uhm. Ok. You can't buy any 40 channel wireless controllers, and that link is dead... er... what do you want?
Nice man : I want to buy a system that I can use for 4 people on a projector! I will try and buy a Wii!
I'm so lost.
|Thursday, November 23rd, 2006|
This is more what it looks like now:
Work's progressing on more team based games, as they were such a big hit at Abunai this year!
|Wednesday, November 22nd, 2006|
|Wednesday, October 18th, 2006|
Motion blur on the first playable PG game utilising the rather amazing PhysX physics engine.
|Wednesday, July 26th, 2006|
I'm working on Multi-RAD now. It's an extension to the two player game Rapid Aerial Deployment.
It's a cross between a Realtime strategy and a shooter. You can download the two player version at www.leondroog.com The old version is a split screen scroller. The graphics of the projectorgame version have been resized, so the whole game map fits on one screen. I think the game will work fantastic on a beamer seeing a group of people controlling and battling it out with hundreds of units.
Pictures of the 2-player version. Pictures of the projectorgames version to follow shortly.
|Tuesday, July 25th, 2006|
Past and Future
Currently working on about 4 different games, not sure which one will be become actually PLAYABLE first, but I'll keep you posted. I'm happy to say I think I've invented another new game genre, but we'll see.
I would just like to say how much fun I had playing all the projector games
I certainly hope they are back for future i-series events!
The projector games were frankly......... the ****ing best.
I wanna give up Mohaa and start a Projector games clan..... Wanna join ?
I thought the projector games were amazing, I was around the tote building lots, and not once did I see it left idle.
Had some great games on the old FallDown there - pure quality.
ProjectorGames should become a standard accompaniment to the i-series events!
Projector games was so much fun. I kept meaning to donate but never had any change handy when I remembered...
your my hero...i love you :P
I have to agree with the feedback here - I really enjoyed playing the games, and look forward to some new ones next time !
PG = Ownage.
Skykids is the best
Thanks also to the PG crew...Without you, I might have had to leave the tote building
Well done to the guys it was great fun.
Projectorgames was brilliant, what a fantastic concept.
I know i probably spent more time playing projectorgames than i did sat at my own PC.
What he said.
i think there would be mass unrest if they weren't (at the lan)
...and all that from a single lan.
BigGame in Southhampton this weekend! More Megasprint level and handling fixes.
|Tuesday, July 11th, 2006|
Left the pics at home... damn.
In other news, we'll next be at BigGameGame (http://www.thebiggame.org
), and there will be more MegaSprint (with extensive handling changes, from feedback from the Generic boys), more-than-slightly-playable MegaSprint, and perhaps a first pass playable version of a brand new, as-yet-unaccounced game.
|Saturday, June 11th, 2005|
|Sunday, July 2nd, 2006|
We're not dead! Work's thundering along on MegaSprint, with 5 maps now completed, and the Grand Prix system in place. We'll be trialling this out at GenericLan this weekend, along with the first playable map of ZombieCity. Plans are also developing for Frogger, but that is still early days. Remember, we are always looking for mappers, programmers, artists...
|Tuesday, June 13th, 2006|
|Tuesday, May 30th, 2006|
No screenshots today...
Just a quick update. The wonderful Llamalan is this weekend, and they should get a semi-playable, single level of Zombie Genocide to play. I am tempted to wire up the track and field board, and compile a special 100m test event; it really depends on time.
In other news, the PG Physics engine is now working nicely, and is correctly resolving collisions. There are still issues with gravity, restitution, stacking and all the other fun things you get with physics engines, but it should be enough to get Megasprint going. All I need to do now is get walls for the track with no internal vertices, and then start working on the handling.
Zombie Genocide is also coming along nicely. There are now generic characters walking around (the levelling and character database system hasn't been started yet), with camera tracking working well for multiple characters. The zombies will now target players only if they can see them. Next to do is the zombies going to your last known place, followed by gunshot following. After that comes the classic zombies seeing you, followed by arm-raising and moaning (the moaning will carry to nearby zombies, causing a ripple effect)
|Thursday, May 25th, 2006|
|Friday, May 19th, 2006|
|Thursday, May 18th, 2006|
I find your lack of faith.... disturbing.
Talking to my partner-in-crime, MaxRealism, I made the bold claim that I would get 4096 zombies running at 60fps. The build I'd given him managed perhaps 50 zombies at that framerate. Had I set my sights too high?
|Thursday, May 11th, 2006|
Zombie City Skills
Here's the current skills I'm planning on you being able to buy:
*Bandaging - bring a friendly player back up to 15% health
*Laser Sight - +15% chance for headshot, -5% shot speed
*Headshot Master - +15% chance for headshot, -5% shot speed
*Aimed Shot - +15% chance to cripple zombie, -5% shot speed
*Bodybuilding - +5% health
*Reload Master - -10% reload time
*Reflexes - +10% chance to avoid damage
*Ninja - +10% chance to avoid damage
*Health regeneration - +1% health regen rate
*Greater Health regeneration - +3% health regen rate
*Long Distance Runner - You'll move faster the longer you run without stopping.
*Sprinter - increased acceleration, +10% top speed, reduced endurance
*Jogger - decreased top speed, increased endurance
*Kevlar - +50% armour, avoid slowing effect of being hit
What's going on?
The Track and Field boards are on temporary hold whilst real life continues to batter on the very doors of my life. In other news, we've started on the new Zombie City RPG (all suggestions welcome, btw!), and I should post pics of our test level in the next day or three.