Had a bit of a dilema on how to deal with collision info for the game objects.
DrPetter to the rescue… I knew I wanted to use spheres, but blender didnt have the export information that I needed. Clever DrPetter comes up with the idea of exporting the spheres as an object, each sphere with its own material name. Brilliant. From there I can parse the spheres, calculate the position and radius and export as a more suitable format.

Thankyou DrPetter!
Collision info..
February 17th, 2010Grunt work
February 15th, 2010Another week has passed and yet the project hardly seems to move. As per usual there was some grunt work todo, and a bit of bug chasing. Ended up being something silly as allways.
The first boss is mostly done now, its missing texturing and glows but its running in the engine just fine.

I was intending to upload a video of the boss in-game, but thats going to have to wait a few days. First I shall get some AI working for him and hopefully get to record a boss fight.
Anyhow, heres the new walk cycle:

Crazy legs.
February 7th, 2010
Nope, not break dancing, but work in progress on the very first boss encounter.
Still Alive
February 4th, 2010So I havent posted any info for a while, but the project is still alive and kicking.
Must admit, did hit a barrier with the content for a moment but seem to passing through it now. Still managed to get some coding done, minor upgrades to the engine to allow for glowing parts in the background. That kind of work. Some updates to the editor etc.
Over the weekend I did some designing, just general bits and pieces but it has atlast given me a sense of direction. As such I have started work on the first Boss. Not much to see, still work in progress.

Sabre pt.2
January 27th, 2010Sabre 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
January 26th, 2010So 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
January 25th, 2010No 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.
January 24th, 2010Put 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.
January 22nd, 2010Things 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.
January 20th, 2010First 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.
