Category Archives: GigaSun Jet

Writing, coding, and limitations

As I’m working on GigaSun Jet’s first campaign story, I had some thoughts about writing stories that I felt like jotting down.  I’ve decided to treat my time on the story as if I’m writing a novel.  It really could … Continue reading

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NaNoWriMo… and I guess I have a No to Wri this Mo

I’m starting off this month working aggressively on the story for GigaSun Jet.  It also happens to be National Novel Writing Month.  I’m not going to officially participate, but the feeling is still the same.  My “novel” might be half … Continue reading

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Level editor (functionally) complete!

We’re just coming back from a surprisingly widespread power outage around here, and I actually managed to get things done.  This was a big thing, too.   The new GigaSun Jet level editor is done, for now.  ”New” because I had … Continue reading

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In-game level editing is so good

I’ve gotten through those interfaces in GigaSun Jet that I mentioned a couple posts ago.  The game now buffers its level data and loads from that instead of straight from XML objects.  Since this buffer can now save its data … Continue reading

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GigaSun Jet design: A lasting parts system

There are two approaches to designing a system for game content.  They are responses to the question: How much of this type of content should be put into a game? 1) Just enough content 2) Tons of content The choice … Continue reading

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Internal interfaces, oy!

I’m just hacking away at some “details”, as my wife would frustratedly call them.  They’re important, I tell you! I’m loading level data from XML files, then this data will be referenced whenever a level needs something. Okay, it does … Continue reading

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Fighting with ogre…

Ogres are beasts; big beasts that are tough to control.  I mean, Ogre3D is a beast; a big beast that is tough to control. I’m currently replacing the rendering backend of GigaSun Jet with Ogre3D.  Ogre is a great 3D graphics engine, … Continue reading

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GigaSun Jet design: Parts and components

The Mechwarrior series is well known for catering to gearheads with all of the interchangeable parts and weapons (mostly weapons) that you have.   The feeling you get when customizing your own giant robot is the same feeling I wanted … Continue reading

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GigaSun Jet design: Fun without shooting

A shooter, by definition, involves shooting, of course.  You can’t very well have a shooter or shoot ‘em up without any sort of shooting.  And there’s something about our nature that enjoys this kind of activity.  Just as part of … Continue reading

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Intro to GigaSun Jet design

I have played a lot of shoot ‘em ups.  I’ve played old arcade shooters: Space Invaders, Galaga, Asteroids, Time Pilot, Sky Kid.  I grew up with console and PC shmups: Life Force, Ikari Warriors, 1943, Captain Skyhawk, AD&D DragonStrike, Tiger … Continue reading

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