Not a .net Junkie, yet

Half-Life 2   s gravity gun is capable of turn...

I have been asked to begin making a gradual move into the .net languages, as there was a recent organizational change where my manager no longer works with Perl as much as he used to and wants to take me along with him to make sure his life is easy. But making the migration into the .net frame of mind is something i haven’t actually touched in a while and my friends seem to have forgotten what it was like to be a student. I on the other hand am still in school and well appreciate the utility of my abilities.

On the other hand, i could just freak out and buy up a bunch of O’Rielly books…

Either way, development is continuing, and i think i just had an epiphany about my next game development project, and i think it will prove to be much more manageable and less complicated than Project White proved to be, although because of the nature of the game play i may need to fall back onto HL2, which has the gravity gun already built in.

So the game is basically 3d Tetris, based around the idea that blocks fall in from the sky, have to be pieced together and tossed into a hole when done. The hole will teleport that pieced together mangled block into either another arena, a black hole or whatever else and be logged as a number of points for your team. The matches last ~ 10 – 20 minutes long and feature random bot attack raids, falling bombs that will destroy the linkages of opponents blocks and so forth. You would obviously see benefit from having teams work together, as their blocks would be larger and provide more points (i guess based on weight).

An alternative to the bomb idea is to have that block fall to the next opponents space, causing them to have to deal with the inadequacies of the previous group. Maybe a calculation about the density of the block (based on the weight and the size) would cause that block to be sent immediately back to them. A density of 1, meaning no open spaces in the middle of the block, would provide them with a bonus block that they could use.

In all this is spurring out of work I’ve been doing in Linear Algebra and tutoring algebra 2 lately so don’t be surprised if i have a rant about that coming up soon. do know that I’ve finally figured out how Linear Regressions are calculated. I had no idea how much i would love the study of linear algebra, and i am actually looking forward to the next class =) its been exceedingly fun. I now get to update my discussion about SSE on the TI84 to include work on matrices. Pretty fun i must say.

  • You definitely should stick to Unreal; toolset is much more reliable. Game code is generally too damn tangled to deal with surprises (e.g. Valve’s technology). You should inspect how much Unreal code is natively hidden. There is potential that getting the rigid body stuff to work would result only from pulling crap out of a hat. My two cents, anyhow.