Difference between revisions of "User:Lafolie"

(Lafolie (Dale James))
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= Lafolie (Dale James) =
 
= Lafolie (Dale James) =
  
[http://cl.ly/3q2i0C1m3s3R3Q013c2F/vfbiz.jpg Me, lighting a cigarette outside what appears to be "Crak House". Brilliant.]
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I am planning/working on several ambitious projects. Foremost are 3 game designs:
  
Hello. This is my wiki page. It's brilliant! Here I will try and list everything I've done that's to do with Löve. I'm not very good at programming (which is why I use Löve, it's brilliantly simple) but I'm alright with art and music. I listen to alot of music but I'm addicted to [http://www.rinse.fm Rinse FM] at the moment. My favourite artist is probably Trent Reznor. My Dad said that UnLöve looks like Robotron, which is TR's favourite game. I had no intention of creating this similarity. That compliment inspired me greatly.
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1. An XNA game designed by me, written by my friend.
  
My favourite game of all time is Super Metroid. Top 5?
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2. A game engine coded in Löve. This will feature platformer, RPG and adventure elements and will explore the themes of anathema, grandeur, discovery and emptiness. I hope to have a 'playable' demo soon.
  
Metroid 3, Zelda 3, Tactics Ogre: Let us Cling Together (PSP version), Sonic the Hedgehog 3 & Knuckles, Castlevania: Symphony of the Night.
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3. A new Löve project in conjunction with the above mentioned friend. Development will start once the XNA project is complete.
  
I hate facebook.
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== Null Engine ==
  
If I ever met Lady Gaga I would kick her in her balls.
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My game engine is called the "Null Engine".
  
I hate most things. I am a disillusioned, philosophical individual who will likes to keep an open mind, but will probably find fault in <nowiki>[concept]</nowiki>.
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Etymology: It always takes me ages to settle on a name for something. I co-founded a Battlefield 3 platoon named "No Identity" or [NoID], and I am rather fond of the name. For the logo we have a huge "0%". Continuing the theme of emptiness, I chose the name "Null" for the engine.
  
I play Xbox. Sometimes. Add me if you're clever enough to figure out my gamertag (let me know who you are in your message or I'll disregard it).
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So far it consists of a console-like interface, game-state manager and control wrapper. These features will be expanded on and I plan to implement the following 'modules':
  
If I don't like something and it's bothering me I won't hesitate to speak up.
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* game - uses 'screens' for gamestates
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* echo - console... thing
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* control - wraps keystrokes/gamepads for ease of use
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* gui - simple UI solution.
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* map - 2D tiled, layered and parallax maps with camera
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* entity - interactive elements that exist in maps
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* profile - means of storing player data including achievements and progress
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* several other features such as effective sound and image handling and hopefully some fancy (simple) pseudo physics (I prefer not to use realistic physics such as Box2D)
  
I'm impatient. I'm lazy. Yup. Both.
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The engine will used to produce a game I have in mind called "Nothing" and is basically being developed to enable me to produce Nothing more easily.
  
I like things that most people don't.
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The Null Engine will most likely be available for use/adaptation/modding under some sort of freeware/open source license.
 
 
I love Chaos Theory. It is the point of life and existence (as there is no meaning of life), it is the creator of all beauty and it is infinite. All encompassing. If there is a god, this is it and this is it's will. There is nothing can change my opinion of this.
 
 
 
I develop all my Löve applications on a MacBook Pro using Smultron. I create all my graphics in Illustrator and Photoshop and produce all my sounds/music mainly in Reason. It's a comfortable setup and I have a good workflow that works well for me in each of these creative avenues.
 
 
 
== LÖVE History ==
 
 
 
[http://love2d.org/forums/viewtopic.php?f=5&t=2918 UnLöve] is a zombie survival game where the aim is to earn as many points as possible before you inevitably get eaten. ''-Creator, everything''
 
 
 
[http://love2d.org/forums/viewtopic.php?f=5&t=2963 Commies!] is a simple precision point & click 'shooter'. Shooting is actually dropping bombs on little hammer&sickles. ''-Sound Designer''
 
 
 
[http://love2d.org/forums/viewtopic.php?f=5&t=2832 Pathetic] excuse for a project that went nowhere. ''-Eurgh. Just eurgh''
 
 
 
== Contributions ==
 
 
 
[http://love2d.org/forums/viewtopic.php?f=4&t=2982 Guidelines] for the support forum.
 
 
 
[http://love2d.org/wiki/Special:Contributions/Lafolie Wiki Stuff]
 
 
 
== Russian Hats ==
 
 
 
Bow down to my page of brilliance.
 
Bask in the brilliance of my page.
 
Do not stare directly into the brilliance of my page.
 
Beware of the brilliance. (of my page)
 
 
 
<source lang="lua">
 
love.brilliance.lafolie() --always returns true
 
</source>
 
 
 
=== BONUS THING FOR ANYONE WHO STUMBLES UPON THIS PAGE (A DESIGN DOC): ===
 
 
 
== KILL EVERY!1 ==
 
 
 
KE!1 is a game using the UnLöve engine. Kind of like a 2D Grand Theft Auto - come - Double Dragon game where the aim of the game is rack up a body count thus obtaining lots of points.
 
 
 
Starting with only a knife (upgradeable to a switchblade or other small, concealable  close quarters weapon) you have to kill NPCs and pickup their weapons. Different kinds of people will drop different weapons. For example, it may be a good idea to start off your spree with a shopkeep who may have a blunt weapon, pistol or shotgun behind the counter to ward off thieves. If you can take them out, the weapon is yours. Lumberjacks would drop chainsaws. Builders would drop nailguns. Any kind of tool that can be used offensively is a weapon.
 
 
 
Of course, killing lots of people will get you in trouble with the authorities! At first it might be just a single policeman, but it will quickly become a squad and then a squadron and then a whole task-force will be setup to catch you! Pretty soon you'll have ever officer the gameworld can muster on your ass. But that's good right? They bring guns. And you need guns. The more you take out, the bigger the guns they bring get. Kill enough of these and acquire enough points and the government will want you dead.
 
 
 
CID/FBI/CIA/MoD personnel will be dispatched to get you. These will bring even better, more expensive weapons. But beware… these are intelligence officers. They won't just attempt to shoot you on sight! They will setup traps and attempt to put you in a no-win situation. You'll have to be observant to catch them out. They may plant mines in the floor, use tripwires, snipe from towerblocks etc.
 
And then of course there's the military. These guys are serious. They will bring the biggest, heaviest weaponry in the game and will stop at nothing to get you. Rockets, MGs, Tanks and possibly even bombs will be coming at you. Survive this and you are really getting somewhere.
 
 
 
If the military fail (which is unlikely as they will never give up (i.e. constantly spawn?) then you'll have some special character NPCs after you. These are assassins. They mean business, literally. Consider these boss fights. They are tough, smart and will have a personality (AI) unlike any other enemy.
 
 
 
Managed to defeat them? Still killing people? Efforts to stop you go further still, with the introduction of experimental weaponry being used against you. Get your hands on these and you can rack up a huge body count. Laser guns, ion cannons and powered armour could be yours.
 
 
 
The more times you play and the more points you accumulate, the bigger the game gets. You can spend you earned points on increased level sizes, difficulty modifiers, weapons, abilities and other such upgrades.
 
 
 
== Personal ==
 
 
 
If you care, you can find evidence of my brilliance and existence here:
 
 
 
[http://www.twitter.com/MGU_Soldier MGU_Soldier - Twitter] personal account.
 
 
 
[http://www.twitter.com/sfxbig sfxbig - Twitter] account for Shadow Fighter Xbox Indie Game.
 
 
 
[http://www.twitter.com/cupsandstrings cupsandstrings - Twitter] account to log funny quotes that me and my friends come out with.
 
 
 
[http://www.soundcloud.com/ridleyx Ridley X] electronic/grime/bass/dub/downtempo/lofi music produced by myself.
 
 
 
[http://www.soundcloud.com/ateuk Até] mixed-genre band (basically undecided). I am the frontman/main producer/blah. On hiatus. Sort of.
 
 
 
[http://www.soundcloud.com/popstaruk Popstar] synthpunk/electro band in which I write and play keyboards.
 
 
 
[http://love2d.org/forums/memberlist.php?mode=viewprofile&u=2311 LÖVE Club Profile] where you can view all my posts.
 

Revision as of 11:38, 7 June 2012

Lafolie (Dale James)

I am planning/working on several ambitious projects. Foremost are 3 game designs:

1. An XNA game designed by me, written by my friend.

2. A game engine coded in Löve. This will feature platformer, RPG and adventure elements and will explore the themes of anathema, grandeur, discovery and emptiness. I hope to have a 'playable' demo soon.

3. A new Löve project in conjunction with the above mentioned friend. Development will start once the XNA project is complete.

Null Engine

My game engine is called the "Null Engine".

Etymology: It always takes me ages to settle on a name for something. I co-founded a Battlefield 3 platoon named "No Identity" or [NoID], and I am rather fond of the name. For the logo we have a huge "0%". Continuing the theme of emptiness, I chose the name "Null" for the engine.

So far it consists of a console-like interface, game-state manager and control wrapper. These features will be expanded on and I plan to implement the following 'modules':

  • game - uses 'screens' for gamestates
  • echo - console... thing
  • control - wraps keystrokes/gamepads for ease of use
  • gui - simple UI solution.
  • map - 2D tiled, layered and parallax maps with camera
  • entity - interactive elements that exist in maps
  • profile - means of storing player data including achievements and progress
  • several other features such as effective sound and image handling and hopefully some fancy (simple) pseudo physics (I prefer not to use realistic physics such as Box2D)

The engine will used to produce a game I have in mind called "Nothing" and is basically being developed to enable me to produce Nothing more easily.

The Null Engine will most likely be available for use/adaptation/modding under some sort of freeware/open source license.