So how are things going Paul?
Ok. I fell off of my productivity spreadsheet because of travel and the kids' school starting. I had no broken chains at all up until August. I still have a few chains I haven't broken at all (like playing guitar every day) but game development dropped off.
The problem is that this year I have to get up at 5:30 AM to get my daughter up and walk her to the bus stop. I'm still trying to find a good battle rhythm that gives me time for sleep and working on games.
Over the spring/summer I started working on a jMonkeyEngine showcase game with one of the other team members. Just a simple FPS to show off some tech. I was able to solidify a lot of my thoughts about AI, pathfinding, etc. and get familiar with the new physics-based-rendering (PBR) in jMonkeyEngine. All of these will have Mythruna consequences. The other developer was helping with the character art and has since become distracted... so now I'm trying to decide if I clean up what I have and publish it for the community or wait.
My next Mythruna related project is to push the libraries I want to open source a little farther along and make a third-person resource+building game to work out town dynamics and stuff. It would let me publish the mblock block library and the mblock-based physics engine integrated with the SimEthereal networking library.
I've also been 'wasting' some time playing No Man's Sky with the latest updates.
Random images to whet your whistle...
SpaceBugs splash screen:
SpaceBugs title menu:
Debugging path finding:
Stand-in graphics for soldiers, creepy head-crab space bugs:
Plasma pistol I made myself in Blender... did a lot of good blender learning this summer: (And learning Substance Painter)
PBR is cool... at the right angle you can even see the smudges on the door panel screen:
Testing random level generation early on... that is left as a future feature at this point:
Reminder of where we left off on the Mythruna open source library projects:
...which is what I'll be getting back to soon I hope.