Archive for January, 2010

Sabre pt.2

Wednesday, January 27th, 2010

Sabre has been finalized, now with sweeping trails, and particle effects when slicing through geometry. Worked out pretty well, framerate nice and steady even when waving twin sabres around.

Sabre

Tuesday, January 26th, 2010

So I’ve half-implemented the first melee weapon today (not much, but I had a million other things to do around town). Works pretty well so far, but I simply must get some trails going, especially for the slashing motion.

Dual Vulcans

Monday, January 25th, 2010

No I’m not talking about Star Trek, though that would probably be more interesting. I’m talking about twin mini-guns attached to a spaceship flying down a narrow corridor.

Controllers.

Sunday, January 24th, 2010

Put in a good 8 hours coding today, working mostly on controllers. Tried out analogue support and found it worked out great! Definetly good for precision games of this kind.

Also wrote a particle engine + system so I can get started on those. Currently the codebase is just over 7000 lines of code and growing fast!

Prosperity.

Friday, January 22nd, 2010

Things have been going well, player ship with two Vulcan Cannon attatchments. All works correctly with rotating barrel and kickback. Needs some muzzle flashes.

First player model.

Wednesday, January 20th, 2010

First player ship modelled after much distractions and hinderances. Its quite bulky and low poly, but I think its probably a keeper.  Colors will be customizable ingame.

Motivation..

Monday, January 18th, 2010

Motivation, allways a big problem!

Some days I just cant seem to get into the zone, other days I can code for hours on end.

Well I have still managed to get a fair bit of coding done, mainly because I’m putting off modelling.

The weapon, bullet and entity system are all in place and working well. Player is now controllable.

Since I dont have any models yet, its all placeholder art, but atleast theres still progress being made.

Still coding…

Tuesday, January 12th, 2010

Still hard at work on the shmup, mainly internal editing. Heres a little showcase of ingame editor, should give a little insight into how I want the project to continue.

The video seems to suffer from slight stuttering due to fraps, but I can assure you its super smooth.

Coding…

Tuesday, January 5th, 2010

Simple game engine up and running with placeholder map scrolling by smooth as butter.

I can allready imagine swarms of enemies darting about on screen;

Ok it doesnt look much, but its a good start. I’m now happy with the lighting and this is the visual look I shall be going with.

The tile rendering has also been optimised. Hoping to get this running on some fairly old systems.