Choco - Coming December 2013

Latest updates

Pushing even further back
Sep
1
2014

Turns out that when people tell you that creating a game and the accompanying game engine from scratch is a fool's errand, they're right. Well I guess I'm still a fool, because I'm not giving up on this, but it's also a fact that working on a project full time requires funding; thus I've been forced to take on contracting projects again to secure a positive cash flow for now. This has the unfortunate effect of pushing back Choco even further.

I guess that's life.

Revisiting data oriented design
Jul
17
2014

I've decided to revisit the data oriented design topic and property centric game engines in a new post focused on data flow.

Detached automatic build
Dec
7
2013

I kind of like the old UNIX philosophy that programs should have more or less a single purpose, and the concept of an IDE pretty much contradicts this idea. With this in mind, this is one way to have your development environment automatically build whatever you're working on, while you're working on it.

What networks do to your packets
Aug
21
2013

A tech-blog post on network problems, what they'll do to your packets, and a little utility to give your code a chance to actually work with the environment it was designed to deal with.

Data-oriented design blog post
Jul
5
2013

A new post about my take on data-oriented design, and how this affects the design of Choco, has been added to the tech-blog. Data-oriented design is a paradigm shift away from the classic class/object hierarchy architecture and grouping properties of the same type together and focusing on transforming blocks of data instead, but it's not without its own set of tricky cornercases and pitfalls.

Networking blog post
Jun
9
2013

There's a new tech-blog post up, client side prediction in networked client/server games. Client side prediction is all about trying to guess what the server will do with the data we send it, and show that, creating the illusion of zero latency.

New tech-blog post on animation
May
29
2013

There's a new tech-blog post up on animation using closed-loop control, covering easy-to-use PID controllers as a model for animation.

Screenshot Saturday
Aug
2
2014

Screenshot Saturday turns into Screencap Saturday this time around to show some actual movement in Choco.

Commenting powered by Disqus
Dec
9
2013

I've added commenting powered by Disqus to the tech-blog, so feel free to look up some old posts and let me know what you think, or by all means tell me how I wrong I got it. Would love to hear some feedback.

A smoking hole in the ground
Nov
27
2013

With a destructible environment, you're bound to have some smoking holes in the ground. Unfortunately, the biggest hole right now is sitting right where the release schedule used to be.

Blog post doing more PID work
Jul
31
2013

A new post on animation by controlling angular momentum using PID is up, expanding on the previous installment by moving into a three dimensions.

Asset pipeline blog post
Jun
20
2013

A new tech-blog entry has been posted on creating a model format suitable for your game using Blender. Blender offers an extensive Python API which should allow you to get just the file format for you.

Web site launch
Jun
7
2013

We're launching a new web site today to better show the independent game development focus. There might be a few issues until all kinks have been straightend out and there'll surely be a few minor design changes, but feel free to have a look around!

Doors open at excuse
May
20
2013

excuse studios is a small independent game studio, and we've just kicked off the development of our first game, code named "Choco". The game is set to hit Steam Greenlight towards the end of the first quarter 2014, but we'll keep you updated, posting development progress and tech-blog entries as we go along. So check it out, and let us now if you might be interested in helping us out during beta testing.