Daniel Petersen's Blog

Documenting my struggle to make a videogame, amongst other nonsense


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Seven Month Update

Posted on 2017-04-20

Hello hello. Status update on where I’m at and what I’m working on nowadays.

It Always Ends In Nuclear War A civilization building game in development for Windows and Linux. I’m creating this because I want a simple 4X-like game which keeps micromanagement to a minimum yet allows for large empires.

Project is still alive and being worked on. In retrospect I think I bit off a bit more than I should have, because holy crap there’s a lot of work left to do, but it’s slowly getting done.

I’ve made some big sweeping changes since I last talked about this. Most noticably, I’ve gotten rid of the psuedo 3D height effect in favor of a flat map. This allows me to have more varied tile types which was impossible to do with the tile-height visuals, it’s a huge improvement in terms of gameplay. I am a bit sad because I put a lot of work on getting the 3D height in and looking good, but I think the change is for the best.

The other major change that I want to talk about is that I’ve changed the name of the game. It’s now called “It Usually Ends In Nuclear War”. Initially I came up with this as a joke, but the more I thought about it, the more it made sense to me. The original name was supposed to be tongue-in-cheek, but I can see people getting upset that every game did not in fact end in a nuclear war. That’d be a nightmare to design! The intention with this new name is that it’s more obvious that the name is tongue-in-cheek and should not be taken too seriously.

Most of the work that is left is AI, though there are things which need to be fleshed out. When I feel that the game is ready, the plan is for me to start talking about it on a regular basis. I want to record weekly video blogs similar to what the developers of games like Overgrowth / Production Line are doing.


Unnamed Project

I’ve been working on a few prototypes for a 2D action-roguelite that I’ve had in my head in some form or another since 2012. The driving idea behind it is a minimalistic 2D game based on capturing the feel of a DBZ fight. LBZ is the closest game I can think of which is out there, and it’s not quite what I want in terms of game feel or style.

Below we’ve got videos which show a few prototypes made with this project in mind. The latest version is based off the second video shown below.

  • a video showing off a particle system I built during a sleepless night
  • a video showing off three programs -- a possible energy attack effect, an experiment on how to achieve malleable terrain, and a simple gameplay / flight system mockup I had made back in late 2012.
  • The ragdoll physics video is something which I converted to C++ / SFML from an open source Java program. The code was licensed in a way where you're not restricted in what you're allowed to do with it, but I feel better mentioning that as a disclaimer. Coding a ragdoll physics system from scratch is out of my ability. In porting it I now understand the logic behind it, but yeah. I really need to brush up on my math skill.

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