Archive for May, 2009

QoobTris Development: Lua and new Particle Effects Engine

Thursday, May 21st, 2009

Hello everyone. I have been working really hard recently to add more features to QoobTris such as a particle engine. Originally, I was using a third party particle engine however that engine had a large memory leak and the developer wasn’t very responsive. Thus I decided to write my own flexible particle system for the game. In addition to adding a killer particle engine, I have also integrated the latest version of Lua (Version 5) into the game engine. So now, all the hud widgets such as the Sail boat and particle effects are fully scriptable which makes dynamic hud development extremely easy. Below you will see a demo of the new particle engine. I hope you enjoy it!

Announcing My Indie Game: QoobTris!

Tuesday, May 12th, 2009

 

QoobTris

QoobTris

Well guys,  I am very happy to pubically announce an indie game that I have been working on for several months.  It is called QoobTris, pronounced “Cube – Tris”.  I have secretly been working on this game with a small team of 4 for several months now.  As you can see,  it is similar to tetris but in 3d and played on a cube.  

I have developed this game using C++ and DirectX.  Although the game engine was developed from scratch,  we are using some third party tools such as Flash for the game menus, FMOD for our sound engine, and tinyXML for configuration file parsing.  

QoobTris has come along way and is very close to being finished.  I wanted to go ahead and anounce it so that you can look forward to playing it!  I would like to thank the following people for their help and efforts in this game.

John Baumann, Andre Henderson, Josh Webb, Naomi Fogerty, and Jerome Hughes.

Below I have posted a video for you to get a glance at QoobTris as I have found that it is much easier to explain the gameplay by demonstrating rather than verbalizing it.  I hope you enjoy the demo and look forward to playing it when I release it.

I do plan on releasing the FULL source code for the engine.  For those of you wishing to learn how to integrate Flash with your game engine,  I am sure this the source code will prove itself useful.  The following are just a few of the features that the QoobTris engine supports.

  • Flash and C++ Integration
  • Custom HUD script language
  • Modular Game Engine
  • Program Logger
  • Animated Sprites
  • Texture Panning
  • Bitmap Fonts
  • More!

I will keep you posted as we wrap up development on QoobTris. 

How do you feel about QoobTris Thus Far?

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