Projects that I maintain.
Clover’s Toy Box (2017 – present)
This is an original game engine project. It’s still pretty far from being usable for making a game. See zturtleman/clover-toy-box on Github for more information.
Spearmint engine (2011 – present)
Spearmint is a modified version of the ioquake3 engine that has new features and improvements. It attempts to support features needed by many games based on the Quake 3 engine. It started within the Turtle Arena code base in 2009 but split off as a separate project in 2011.
Turtle Arena (2008 – present)
Turtle Arena is a 3D third-person action game using the Spearmint engine and features the Ninja Turtles as playable characters. Turtle Arena was a continuation of my project to create a Ninja Turtle game which started in 2006 (original based on Sonic Robo Blast 2 [Doom engine] and later an original engine). Development using the Quake 3 engine began in 2008. It hasn’t really been under active development since 2012. I still update the code for changes I make to Spearmint Quake 3 game code and occasional clean up and fix things in the code.
Misfit Model 3D (clover.moe fork) (2014 – present)
Misfit Model 3D is a 3D modeller created by Kevin Worcester. I maintain an unofficial fork because the original project ceased development. My fork started as patches for Misfit Model 3D in 2009 for supporting features for Turtle Arena.
Lilium Voyager (2014 – present)
An engine replacement for Star Trek Voyager: Elite Force Holomatch (multiplayer) based on ioquake3 and ioEF.
Flexible hud for ioq3 (2013 – present)
Aspect correct widescreen HUD and FOV. Plus some other scaling settings. I’m not actively developing this but new releases may happen on occasion.
Projects that I started but am not currently working on.
Angel Communication (2013 – 2014)
Angel Communication is a project to create virtual interactive characters. It kind of got lost in English natural language parsing, which it doesn’t particularly do all that well. See zturtleman/angel-communication on Github for more information. Started in October 2013.
ZTM’s Dub Factory (2013 – 2014)
Extraordinary Beat X (2011 – 2013)
EBX was the planned successor to Turtle Arena. It was going to continue the development of the game with original characters and universe. The ideas for the title and original characters began in 2011. Content development sort of died out in 2012 before I create new character and item models. The game code (which is only a few lines different from Turtle Arena) was maintained up through 2017. It didn’t change very much from Turtle Arena and I eventually lost interest in it.
Maverick Model 3D (2011)
Maverick Model 3D is a simple 3D modeller based on Misfit Model 3D. It started as patches for Misfit Model 3D in 2009 for supporting features for Turtle Arena. It was superseded by my new Misfit Model 3D fork that retains the Misfit Model 3D branding. See zturtleman/maverick-model-3d on GitHub for more information.
OpenEmpire was intended to be a simple cel-shaded Age of Empires-like RTS. Ultimately it was just a isometric and cel-shading rendering test using a modified Shell Engine (2008). See OpenEmpire on bitbucket for more information.
Shell Engine (2008)
Shell Engine is my largest ‘from scratch’ project. It is a unfinished 3D game engine using SDL and OpenGL originally intended to power a Ninja Turtle fangame. See Shell Engine on bitbucket for more information.
SRB2 DeuTex (2008)
SRB2 DeuTex is a modified version of deutex that supports Sonic Robo Blast 2 (v1.09.4, and maybe v2.0?). See SRB2 DeuTex on bitbucket for more information.
BoomAC (Boom Animation Converter). Creates ANIMATED and SWITCHES lumps for Boom-compatible Doom engines. See BoomAC on bitbucket for more information.
TMNTinSRB2 (2006 – 2008)
TMNTinSRB2 is a unfinished game based on Sonic Robo Blast 2 v1.09.4 (SRB21094 DOOM branch of the now defunct trac.srb2.org subversion repository). It was my first programing project, it is why I started programing. See srb2ztm1094 on bitbucket for more information.