In the Works
As things stand, this is more or less the start of things officially. This year I have a few Goals I wish to accomplish for this company. For one, putting in a request with the State of Texas to officially file as a business under the Name Trikrome, maybe get a logo and trademark registered as well.
Games
This year, im going to push Pilgrim of the Fifth Apocalypse to its Alpha. Now, this probably wont include multiplayer, but in all honesty I might just make the very next feature to work on before i start anything else for that project. Multiplayer will take a considerable amount of planning for it to meet my expectations and standards for the vision I have. Seamless world traveling, little to no load times, little to no delay. These aren’t exactly synonymous with realtime multiplayer games, but it is possible. It just takes a little hard work and intentionality.
Now, Potfa’s Goals more or less should have been listed elsewhere, and I will probably do a post do better clarify its goals and what it aims to actually acomplish as a Game. But for now, I will be focusing on the lighting portion of the engine, and a few refactors to the file structure ive been putting off for the better part of a year now…
The next thing is Phyzik Factory and Netimals. Both of these games, in all honesty, have a higher chance at commercial success than potfa, and as such I will be trying to focus these down to completion, preferably Phyzik Factory first. I would like that to be my first professional release of a Game. Its got a strong premise, good eye catching power, and most importantly of all. Its got good prospects for Tik tok viewing. I think the potential for being viral is pretty good as well.
Netimals is another matter. A live streamed 24/7 virtual pet. Chatters can interact and donate to get reactions or move the pet from zone to zone. Just a cash flow Idea to bring in some extra income to fund the other projects. And grow the channel presence of the studio. Which in turn will help the other games. I have good expectations for Netimals, but ill have to be done with phyzik factory before I can move to that. Which will take some time…
Trikrome
Another Goal is to launch trikrome, this isnt really all that important now, but at some point Legal mumbo jumbo will kick in and ill need some sort of shield, which is a huge benefit of having a llc, and not running something personally.
Final Notes with these things in mind, I think its going to be a productive year. Potfa should hit Alpha, Phyzik Factory either will be launched or at minimum get to pre launch beta. Get some planning for Netimals layed down. And honestly not much else. It will be a quiet year for me, If everything goes awesome, in 2027 ill have Phyzik factory fully ready and launched on the appstore, and lots of tik-tok / Youtube shorts adds out there to spread the word. Other than that, theres not much to say. Good luck out there, and thanks for the support.
The Dark
This Potfa as a game needs a few elements before it can even be considered in Alpha, and the main one is light and dark.
My current Goals to get the game into Alpha are:
Combat
currently as things stand, combat amounts to enemy creatures walking up to the player and hitting him. Though rather than reduce the player’s health, they just get teleported a small distance away.
Creature pathing
Pathing is basic, but functional at the moment. Though I will be adding memory based mechanics, where they will travel to the last known spot, rather than just standing still the moment the player is no longer in view. But this will be tricky, as the creature might have to mark their most recent memory with some way of denoting the memory has been investigated, so that they don’t get stuck investigating a memory forever.
Lighting
Easier said than done, and in all honesty can make or break this little project. I’ve only looked into this a little. Shadow casting is the most appealing option currently. But that might change depending on whether I find some better algorithms for light propagation and whatnot.
My hopes for lighting is mainly, Colored lights, moving light sources and Good FPS even with a lot of light sources.
Though this will be the largest challenge Potfa has had so far, Lighting could steal a good 250 to 300 FPS. Which is not good. I’m already down to only 350 ~ 200 range, though it’s not exact.
Inventories / UI
This one is going to be another big challenge. But more tedious than anything, the current state of the game could do with some inventory and hover identification.
hoping I can get drag and drop inventory functionality, and maybe mouse hover to work.
Trikrome
This is a list of all the things Trikrome plans to accomplish:
- 1: Make fun games
- 2: Grow a online community
- 3: Give to charity
- 4: Make some money
Outside of this, its just for fun.
phyzik factory
Possible game, App on the Iphone. Papas pizziaria + Factorio + physics game!
take in unprocessed materials. Process them, refine them, and ship them out, paid for the work or to be sold.
hoping it makes me some money. we’ll see i guess.
Website plans
The current vision of this website is a few things:
Devlogs of the current games Im working on: -A place to demo some things for my proffesional portfolio. -A blog for personal thoughts! -maybe some other stuff, who knows!
Second Test Post
This is to test and see if the github action / workflow can even see files getting pushed to the md_posts/** area if not… we have some work to do.
- Item 1 Git the website working
- Item 2 Set up the lambda function -Item 3 Set up a ec2 instance to run my docker images -Item 4 Get lambda to poll the Docker nexus for data and send it to the website -Item 5 get the website to graphically display the data in a pleasing way, with a nice little menu to paruse the different worlds.
Potfa as a whole is making steady progress.
soon creatures will not be able to see each other through walls. as things are, currently the graphics are fine, but creature abillities are lacking. also im planning on making vegetation grow, though not sure if it will be visual to the player or not. still thinking baout whether or not to add hunger to the player or creatures. also thinking about adding farming with livestock as well!!!
Things Id also like to implement would be light based mechanics, and where territory expands with the light plans you plant.
My current goals for the upcoming Alpha are: -Inventory -Harvestnig -Crafting -Death drops
Just added line of sight, builings have collsion, and montser can path towards the player when he is in view. great stuffs
sadly, there are a few bugs but those will get worked out eventually as awlays.
planning on adding plants soon so we can actually have some gameplay going. as currently the game is just a running simulator.