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Archipelago


Stay on target... Stay on target!

Posted by , 15 October 2008 - - - - - - · 470 views

Bit overdue for one of those log update thingies - my SVN changelog is getting crowded.

It's amazing how much work it takes at this stage to do stuff, and how little the game seems to progress after doing a big hack session. I have to tread the fine line between rapidly chucking in more features and keeping the build working on all fronts (especially save game functionality - that's paramount to testing stuff efficiently). ...which is the reason for seeking help recently, before this thing turns into Duke Nukem Forever type neverware.

Still hoping to get some form of release at the end of this year (to a smaller group first), though that is approaching rapidly!!


Anyway, main things of note:


  • Integrated the new (beta) version of Newton Physics SDK - still a few problems left, but it's much faster & nicer & smootherer all round :)

  • Lots more basic structures added - hopefully got a few modellers on the case now to improve and texture em. Islands looks a lot more busy and varied, even without detail & skins.

  • Rehashed the terrain shader, which also now takes params for visual 'look & feel' - e.g. rockiness, rock type, vegetation etc - see recent screenies. Lots of variations of terrain look now possible.

  • Worked on balancing collisions, damage & effects to go with them.

  • Refactored quite a few code parts - onwards & upwards :o

  • Had to rewrite my object construction code to handle child object physics bodies & joints correctly. That was fun :(

  • Moved loads more stuff out to Lua for flexibility.

  • The Walrus finally has proper wheels and looks rather nice now :)

  • More work on the new island cells - still more to go though.



[ed] hmm interesting formatting there. Ah well.


Relax...

Posted by , 02 October 2008 - - - - - - · 412 views

Mmmmm... this isn't just *any* island... this is a Carrier Commander modified ridged perlin island with smooth shader topping, enrobed in jus de la mer!
Wouldn't you just *love* to make some models to inhabit this beautiful island?!








Thanks for the image layout idea, Mr HopeDagger ;)


Help wanted

Posted by , 23 September 2008 - - - - - - · 355 views

Hmmm. Time to get this thing put to bed I think.

I need a good 3d skinner/modeller to help get this thing finished. Anyone out there interested in Carrier Command and can do better than my efforts? (it aint hard - It's programmer art FGS ;))


Restructuring...

Posted by , 23 July 2008 - - - - - - · 766 views

Just finished the mother-of-all-changes to the source code – a solid two weeks of hackage to some code that’s been in there right from the beginning!

Basically, the old island structure class wasn’t up to what I required, so it’s been ripped out & replaced with the concept of a ‘structure cell’. These replace the old single structure, providing a generic mounting point for a small complex of structures and objects all working towards a single purpose. Damaging any ‘working object’ in the cell will reduce the efficiency of the cell’s work (e.g. object production / raw material extraction). Also makes the islands look better as well as being more flexible for procedural sub-structure and related object placement.

Structures with a view:


Manta employing the new bomblet pod:


Now I'm off for my summer hols after that hackage workout - cya in a few weeks :P
P.S. Hope you notice the todo list up there is actually shrinking... :)


Gratuitous screenies

Posted by , 02 July 2008 - - - - - - · 371 views

To show I'm still here!

Looking at ways to individualise the islands so the scenery doesn't get boring.
Should be able to integrate it with the random island generation and just pass in a few params to the shader :)

One of the younger islands - just a lump of rock:


Piebald island:




Tango

Posted by , 20 June 2008 - - - - - - · 368 views

Kinda side-stepping recently...

Moving a lot of data over to Lua, making it easier to organise, load & mod.

Added new weapon: clusterbomb thingies :) Nice area destruction now possible, if you find it hard aiming Mr Quaker.

Making all weapons available to the island defense drones & turrets, and making their attack patterns dependent on their current weapon. Lots more variety now, and easier to get your ass destroyed :P


Untitled

Posted by , 03 June 2008 - - - - - - · 374 views

Back from hols last week - always strange getting back into things after a relaxing break. Normal service will resume shortly...

Found a nice article on indie game dev on my travels, brought to us by 'the escapist', home of the sublime Zero Punctuation. :)






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