RayBlast Games is an independent video games developer. The motto is to explore the capabilities of what a video game can do, and provide a fun twist to existing concepts and tropes.
Aaron Griffin (known as AgStarRay online) is currently the only member of RayBlast Games. He strives to ring out any performance necessary to lower hardware requirements while leaving himself open to clean up his work. He makes all of his own assets whenever he finds the time, and if not, he tries to pick out some good sounds and instruments online. He is currently developing his own game engine powered by raylib, a simple video games library that powers the bare essentials, leaving a lot of capabilities to the RayBlast Engine. (The names are a coincidence, don't read into it too much.)
Aaron is also affiliated with the formation of Chronicle Bench, a small indie team. The team has developed and published a game on Steam called Earth Overclocked, along with lots of other projects, mostly individually.
"I used to be just another video gamer. I didn't think about how games were made. Then my mom offered me a college camp class that featured Game Maker. I eventually found my way to a game called Stick Online, where I found a guy named 11clock. We became friends and helped each other out in our games. Though I used Game Maker for 7 years, I aimed to make C# my main programming language. Outside of programming, I like to draw a few characters as well as work on my graphics. I find myself making some really good rhythms in music. I like to make a bunch of concept games and play them with my family to see if they are good ideas. Outside of game development, I am also a very active user of YouTube."
The RayBlast Engine is a private hybrid 2D/3D game engine with emphasis on control, both for the player and for the logic loop. There are currently no plans on supporting a public release. As long as all game logic is using the RayBlast Engine/wrapper, the hope is that switching engines shall be relatively easy. It has many forms:
This is its current core form, powered by raylib and .NET 8. It has features such as asynchronous input scanning and the ability to switch in and out of 3D mode mid-frame.
This is currently what is being used. It is a wrapper for the GameObject and rendering Entity-Component interaction of Unity. All sound and rendering events are emulated through their respective AudioSources and SpriteRenderers. 3D-specific interaction for the game is handled by specialized scripts outside the wrapper, whereas the logic using the wrapper internally refers to these scripts through compiler flags.
This is an upcoming version of the engine, where the "game", compiled in .NET 8, is ran on a terminal. With the ability to skip loading image and audio assets, game logic can be processed with command line arguments or bootstrapping, allowing use of existing game code to run on cloud services efficiently. This has various purposes such as record validating and hosting game servers.
This is another planned version of the engine, serving as a wrapper for the Godot engine's node tree model. It will be implemented in a similar manner as RayBlastUnity.
Discord - AgStarRay
Click here for AgStarRay's YouTube channel
Twitter - @AgStarRay