Working prototype: New updates

Published November 04, 2007
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I have been doing a heap of work lately and my posts have been non existent, so it is obviously time to say a few words.

I am very pleased to report that work on the game editor/engine is moving at a very brisk pace. As previously reported, the editor can now handle editing of core game entities and this has been a fundamental step.

An even more exciting step is that now the code has been written to load Jupiter and the Jovian moons from disk, place them in position and make them orbit around Jupiter.

I was unsuccessful in embedding Ogre into the application, but I did find some Delphi DirectX code that I utilised for rendering graphics.

Now habitat can be placed in orbit around a planet and the player's ship location is tracked.
Based on my current progress a working prototype should be ready very soon and I have marked the end of this month as a tentative deadline.

Below are some in development screen-shots:















Another announcement I have to make: We will soon be requiring an artist to join the project and assist with establishing a distinct artistic style for Freehauler and involvement with other game design work.

If, like me you are a fanatic of open-ended and free-roaming space traders (Elite, EoC, Privateer2) and feel that current offerings don't satisfy your desires.

If you are exceptionally talented and tired of mediocre teams. If you wish to be part of an exciting, professionally managed independent team with clear goals and outstanding growth prospects, then this could be a unique opportunity to contribute to an innovative and exciting project.

I will be advertising the position shortly, but if you are reading this and think you might interested or want to know more, please feel free to contact me at damon.court@freehauler.com
0 likes 2 comments

Comments

dgreen02
Cool...did you write all of the GUI code yourself?
November 05, 2007 12:11 AM
Damon501
Yeah, which was actually the easy part using Delphi. More challenging was rendering models in DirectX. Took ages before I figured out how to get the models to show up (sadly it's been a couple of years since I played with graphics).

Ironically I was browsing journals randomly yesterday and found yours before you posted the comment. What you have done is amazing for one guy. Great job!
November 05, 2007 05:39 PM
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