Saturday, April 18, 2026

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.

 








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



Pages of Destiny

Due to a technical malfunction, there is a brief pause in the video :/