The Groov Cosmos: Creating New Environments
Sunday, February 20, 2011 at 4:42AM
Barryman in Dev Diary, Games, Groov Cosmos

Since I last posted, I've made a lot of progress on The Groov Cosmos. I've made some progress on the music system, which wasn't implemented when I posted the last video. Plans are to include the song from the last video, but at the time I had just pre-recorded the track and synced it up with the music system from the original Groov, which was silently driving the visuals in the background. I've been planning and implenting a much more advanced music system for The Groov Cosmos, and I hope to post some results soon (it's still a little early to show off).

Something I have gotten a lot of work done on is the "Scene Designer" tool that I've been developing to help me create the visuals for Cosmos. I've finally gotten it into a fully functional (if a little buggy) state, which means I no longer have to journey into the absurdly long text file in a potentially fruitless attempt to remove a stray light or add an architectural structure. The fact that I can now create a scene from start to finish using a visual, real-time system has made a huge difference for my ability to just think creatively and quickly prototype new ideas. Here are a couple of screenshots that show some of the progress I've been making:

 

I hope people are enjoying hearing about the process behind creating this game -- it's a very new and exciting experience for me to be building a game like this!

Article originally appeared on Funkmasonry Industries (http://www.funkmasonry.com/).
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