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BrainfoldBy Knarkles      

Blog at http://www.brainfold.org/blog/.

Visit #python3d on the Freenode network.


Wednesday, February 27, 2008
Phew, been a busy week, but today I got quite a lot done again. I generalized the code for input mapping, component subsystems (which are responsible for managing the entity components of a game world) and collision handling, and I’m quite happy with all of them at the moment. Terrain is also a bit more interesting now (see screenshot below). If I have time, tomorrow I’ll continue on gameplay. Though after that, there will most likely be a whole week without any progress for Real Life reasons.

Screenshot teaser:


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Sunday, February 24, 2008
As I suspected, most of yesterday was spent snowboarding and playing board games, but today I have been working quite a lot on the game again. Specifically, I’ve been working on component-based entities. It was quite a big a change and it essentially had to be done all at once, so the game didn’t even start for the whole day.

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Thursday, February 21, 2008
Got more stuff done today. I started on entity types with a type database, added a simple texture manager and again structured and consolidated lots of code.

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Wednesday, February 20, 2008
As expected, today was a bit slower on the coding front. I did manage to implement a unit-based turn system (as opposed to a player-based), meaning a player can potentially have multiple units and not all units have to be controlled by players. There’s also really basic collision response now: shells disappear when they hit anything. I’m tempted to improve the camera next, but I think I’ll start fleshing out units tomorrow instead. Gameplay before polish. :) Until tomorrow, then.

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Tuesday, February 19, 2008
Like yesterday, I didn’t get what I wanted to done, but did get as much done as I wanted to. :) Summary of today’s accomplishments:

* Physics simulation for all objects, thanks to Chipmunk (see screenshot #1 below)
* Units can now shoot, but turns don’t change yet (screenshot #2)
* Input mapping is done in a really nice, general and configurable way, though still needs more work, but that will be for later (this took quite a while to write)
* Lots and lots of structuring and cleanup of code

Screenshots teasers:


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Ok, I’m all ready to start development for today. Today I’m going to focus on gameplay and playing around with physics assisted by Chipmunk. But first I’m going to write a bit about my plans for the game.

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Monday, February 18, 2008
Ok, so I didn’t actually update during the day and didn’t get an actual playable game prototype done today, but I’m damn pleased with my progress in any case. :) And I don’t remember programming being this satisfying for a long, long time!

Teaser image:



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Morning.

First order of the day is a little rant and laying out of plans. As I said in an earlier post about my history as a game developer and yesterday’s post, I haven’t really done any game development for a long while. I think my problem is perfectionism.

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Sunday, February 17, 2008
I know, I know, I haven’t written an entry for a while, and I haven’t actually got anything done either. I’ve been struck with programmer’s block: for many days now I’ve fired up Eclipse and just stared at code but getting nothing actually done.

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Saturday, February 2, 2008
Rumours of me disappearing have been grealty exaggerated.

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