Retro E: Greetings, Empty Air. How are you?
Void: I am fine.
Retro E: I am still here. Still programming. A few months from having a completed game engine for 2D isometric and platforming games.
Void: Really. I thought you were dead.
Retro E: No worries. No one ever knew I existed anyhow. Well, except some trolls and a thousand bots that altered my page view count :P
Void: I don't feel that.
Retro E: Of course not... The Internet doesn't 'feel' anything.
Void: Bite me
Retro E: I don't feel that. The virtual is well--virtual.
Void: ~sigh~
Retro E: Anyhow I am just posting so the newest date on my blog says this year.
Void: When can we expect a youtube video or some other low cost promotional video?
Retro E: Prolly this summer.
Void: Summer 2026?
Retro E: Yes. I won't make anymore game assets until the engine is completed.
Void: Structure then Beautification.
Retro E: Exactly.
Saturday, April 18, 2026
Tuesday, January 30, 2024
Current Engine 2021 - 2024
Laser Geo
After finishing a reuseable Application Shelf (back end) and a centralized Application Core (front end), I fully integrated a PCO (Player Controlled Object) system, a basic AI design, an upgraded inventory system, a PCO ability upgrade system, and a procedural engine with 61 options.
61 options might sound like a lot but my procedural engine covers everything from room layouts, level design, monster spawns, and town locations and layouts to weather patterns, NPC backgrounds, change-able story elements, procedural quests and random sprite designs.
Currently, I am finishing a complex reusable menu system (shown in the video) that relies upon a multi-purpose data pipeline.
C++ is my primary language, but soon, I will be adding Python & R to my bag of tricks.
Previous Engine Demos (2014 - 2020)
The Paradigm Experiment
The Paradigm Experiment 2.0
Geo Shooter



