Last Online: 6/8/08
Chris Drain
Well I'm being optimistic by choosing to put my profile in the developer category. Aspiring Developer with nothing much to show to prove it would be more like it.
I'm a 26 year old, final year, undergrad Computer Science major in New Zealand due to finish at the end of 2007 (worked in odd jobs followed by a couple of years as a Computer Tech. before I actually went to University). I've been seriously interested in games development since the end of my first year at University when I discovered programming isn't the horrible chore I always imagined it to be.
I've been playing games since my parents got a Sinclair Spectrum when I was probably about 5. 20 years of gaming and I still enjoying it.
I'm a 26 year old, final year, undergrad Computer Science major in New Zealand due to finish at the end of 2007 (worked in odd jobs followed by a couple of years as a Computer Tech. before I actually went to University). I've been seriously interested in games development since the end of my first year at University when I discovered programming isn't the horrible chore I always imagined it to be.
I've been playing games since my parents got a Sinclair Spectrum when I was probably about 5. 20 years of gaming and I still enjoying it.
Love and PEACE!! - Vash the Stampede
Update Log
16 March 2007
*Added some pictures of the current version of Barrage.
Current project
I've started a development blog for this project here. I would use the RSS module to link to it but it seems to get the order wrong. If I restrict the number of links to show to three it shows the three oldest entries not the three newest.
I currently refer to it by the codename "Barrage" but that isn't even a working title. It's just a name so I can call it something.
The basic concept - A tank wars style game except the objective is destroy your opponent planets rather than just a tank.
So what I'm working on is basically a simulated solar system in which I want to create this game. I use the term simulated loosely. It is not necessarily going to be a strictly accurate physics model for everything in the system but planets aren't just going to be moving around on pre-defined paths either.
I have a few ideas for weapons that will do things other than just hit an enemy planet and damage it. For instance weapons that fudge with the mass of things they pass near or create tiny black holes for a fraction of a second that mess with the orbits of everything in the system. Basically things that allow the player to take advantage of the environment rather than the environment just being static obstacles.
So you might fire a weapon that increases the mass of everything in a short range of it when it "detonates". It flies close to a moon orbiting the enemy planet, you activate it and the moons orbit starts to deteriorate and the enemy has a new problem to worry about.
Obligatory screenshot of what I have going so far is below. Currently I've got some very basic physics going and three spheres skinned as Earth, Mars and the Sun flying around. The next task is to implement an integrator to improve the accuracy of the physics updates. At the moment it's kinda not good. :)

I'm writing Barrage in C++. I'm using the OGRE graphics engine and OIS input library to save me lots of work.
I currently refer to it by the codename "Barrage" but that isn't even a working title. It's just a name so I can call it something.
The basic concept - A tank wars style game except the objective is destroy your opponent planets rather than just a tank.
So what I'm working on is basically a simulated solar system in which I want to create this game. I use the term simulated loosely. It is not necessarily going to be a strictly accurate physics model for everything in the system but planets aren't just going to be moving around on pre-defined paths either.
I have a few ideas for weapons that will do things other than just hit an enemy planet and damage it. For instance weapons that fudge with the mass of things they pass near or create tiny black holes for a fraction of a second that mess with the orbits of everything in the system. Basically things that allow the player to take advantage of the environment rather than the environment just being static obstacles.
So you might fire a weapon that increases the mass of everything in a short range of it when it "detonates". It flies close to a moon orbiting the enemy planet, you activate it and the moons orbit starts to deteriorate and the enemy has a new problem to worry about.
Obligatory screenshot of what I have going so far is below. Currently I've got some very basic physics going and three spheres skinned as Earth, Mars and the Sun flying around. The next task is to implement an integrator to improve the accuracy of the physics updates. At the moment it's kinda not good. :)

I'm writing Barrage in C++. I'm using the OGRE graphics engine and OIS input library to save me lots of work.
Previous Projects
During 2006
A lot of course work that was not game related then filled the rest of the year till I moved on to my current project. Which is under threat of serious neglect due to more course work.
Early 2006
A Java Lander clone I wrote last summer. Details of which can be seen here. This was my first attempt to write anything more complicated than Tic Tac Toe that wasn't part of a heavily guided piece of course work.
Games I currently play or have played in the recent past that get my seal of approval.
My favourite MMORPG
The best Racing Game ever made.
More fun than a duck in a space ship.




