This blog is a try to me keep motivates and a way to see my progress on my current projects. Let’s see how it goes!

23 December 2017

This week I continued working on spacetyper and started a semi new project. A basic chatbot. Given that I am leaving for xmas celebrations, the week isnt over, and I’m switching to my laptop I probably will continue working on fishhunt for the rest of the week. Stay tuned for next week.

17 December 2017

This week I mostly worked on upgrading spacetyper to the latest euphoria codebase. I really should have worked on completing fishhunt but I wanted to code some C++ for a change.

10 December 2017

Game is shaping up. Not much left now. I’m hoping for a release next week or the week after that, before x-mas at least.

10 December 2017

This week I found a few assets and started combining them in unity. Given that it’s a small game, it shouldnt take that long to complete. Fingers crossed.

28 November 2017

This week I pretty much continued on star collector. It’s progressing nicely and I’m hoping that it will be done before or arount X-mas.

23 November 2017

This week I decided I should actually complete my older projects colelcting dust, so I took an old project of mine, starcollector, and started polishing it. I hope that I can actually complete it this time.

18 November 2017

This week I didnt do much at all. I pretty much just watched random episodes of How I Met Your Mother.

9 November 2017

This week I implemented the ray-sphere collision, and tested it by highlightin all the intersections. I realized that a simple check such as this would be suitable for clicking on the closest object so I need to implement more acurate ray collisions.

29 October 2017

This week I finished implementing the aabb collison check, but realized that I probably need a sphere/ray intersection instead as that would work regardless of the rotation of the object.

28 October 2017

This week I completed the basic outline feature to each actor/mesh so I can highlight the current selected tile/actor in t3d. I also started work on getting a ray so I can actually select.