Wednesday, December 19, 2007

Reflection is cool.

So another week or so has gone by, and despite the perils of playing too much World Of Warcraft, and being sick for about a week or so, I still managed to get something done. It isn't much however - this week is almost a complete write off :P. I have however managed to implement the Projectile system - marking the first time I made use of reflection in game programming. Gotta say it makes life easier - esp. for the level scripting and garbage collection management.

So now that the game has a working projectile system I can start adding bits and pieces of the AI, as I am the only coder however, progress is going to seem chaotic until near the end of the line as I push out whatever bit of code I feel inspired for that day. Don't worry however - the final product should be seven kinds of cool :)

Tuesday, December 11, 2007

A pseudo-Christmas offering!


So here we have a scene which is basically a good representation of what the games interface will look like. Also, keeping with the season, I repainted the trees with a chrismas motif - merely for testing, but it amuses me :) . There is still a long way to go - even coding wise, from here however. I have Z-Fighting issue with the shadows and the terrain I need to sort out, the objects still need to change orientation to match the slope of the landscape, the AI needs to be implements... it is however getting there :). Anyway - this is the current state of the game, so merry christmas to any readers I may have and I hope to have some more details on line for you soon :)

Tuesday, December 4, 2007

Terrain and Physics!

So I finished the games terrain engine - you can see my crappy example terrain in the picture above. My 3D artist is going to help me rig up something a bit more natural looking, but for testing purposes, this will due. Also, although it's not clear, I have a physics simulator written into the game now. It's my own work - not a 3rd part plug in. It works out pretty well, using a divide and conquer approach I managed to push the number of fully simulated objects up to about 400 objects. Collision detection is the one place where I skimped, the type of game I am making doesn't require super advanced collisions, so I am sticking with the simplest way of doing it. If it turns out later that I need something more advanced, I can replace the detection method with something better.

Now to finish working on the games plot - more details on that next week I hope :).