Graeme Devine
@graemedevine
Dog lover. Game designer of 7th Guest, 11th Hour, Metropolis, Halo Wars, Quake III, Full Deck Solitaire, SPOT, XCEL, Firebirds, Clandestiny. Programmer on DOOM 3, Age of Empires 3, Pole Position (UK versions), Ballblazer (UK versions) and a bunch more..
Complete rough play through of the first quest works! Dubious decisions can now be made (you can lie about who did it). SO MANY BUGS. But also, this is awesome. It's fun!
Not a lot of updates here. The boring work of writing dialogue which I love (some days less than others).
Two big lessons from this image. 1. I got Metropolis running on an iPad! Yay! 2. shader 16 bit floating point math fp16 time * speed makes the rain drops all appear in a single column because of precision errors. When I teach programming I say floating point is the enemy. This is what I mean.
Still busy on rewriting this. But you have a dog now, he talks, sounds a lot like Bella.
Up until a year ago I had this slide in my class deck on game dev lessons. I've been rethinking it a lot lately for exactly the reasons you are too. Ideas are becoming the currency. (Halo Wars concept art by Blur Studios)
I played this through start to finish today. The quests I wrote at the end are the best. They are the ones with decisions, deduction, and lies to be resolved. The first quests are variations of go here, buy a burger, go back, solve case. Romero's rule of "make your first level last" in action.
If you aren't adding a JJ Abrams button into your scene editor what are you even doing?
I have 119 ink files now, and so many tags that the tags have tags. The main problem I have is threading the flow to edit the narrative so it works. I should have probably set this up a little differently back when I started.
The original Metropolis used to have you walk everywhere. I was getting pretty fed up doing that while testing so I added the most cyberpunk thing I could think of. A taxi cab. #screenshotsaturday #gamedev
All work today on the editor adding the ability for parallax layers to have different z depths at the start and end of their layer (making them pseudo 3D, good for pipes, trees, and other props). The old man in the ad is from Clandestiny.
Now with per pixel lighting, shadows, rain and puddles. Screen recording is a bit glitchy, I need to reboot but game is going around 400fps. Art for pedestrians by Synty (with feet locked to the floor!).
Added a trolley problem quest into Metropolis using.. the metro train system. Not sure how well known the trolley problem is, but basically - don't make a choice and very bad things happen, make a choice and slightly less bad, but still bad, things happen. Do you make the choice?
Metropolis update! Still working through art specs and needs. Thank you to so many of you who want to help. I'm trying to get at least a first pass of all the writing done and trying to decide if I should just release the original game (with its 4 cases).
I'm not feeling very good about where I ended up code wise today. This is years away.
Jeff Hays narration? Okay, I'm in (that and the book reviews are splendid). Here we go with Time Marked Warlock : The Chronos Chronicles Book 1!
God rays and scanners. Added a full screen shader that gives a god ray effect to everything making light. Scanners are now deployed. Evade. Evade. Evade. #screenshotsaturday #gamedev
Looking for a pixel artist to help with exteriors and interiors the remake of my game Metropolis. Please DM or email me! #gamdev
And this is old 1994 RoQ technology (video) with an old 1987 game (Metropolis), with some 2026 shaders (reflections).
Fake 3D is harder than real 3D. This is all in Love2D which as the name suggests is not a 3D engine.
I wish a post about my remake of Metropolis would go as viral about the post of me posting the Gizmodo malware scam captcha! I'm trying to keep myself from over scoping the game. I am failing. #screenshotsaturday #gamedev