I did however do some work. And estimation. Since DS 2D engine supports only up to 128 sprites, I decided to use the 3D one. devkitPro toolchain (libnds itself?) uses something that pretty faithfully follows OpenGL, and for the first time in my life I was glad to see all those glClearColor() functions, as they were something that I understood. After some troubles with understanding how texture system for DS works, I managed to texture and display rotating quad:
I know it doesn't look very impressive, but took me about 4 hours to get working :/. I would probably do it faster if it weren't for X-0ut's 3D Tron/multiplayer Snake game that got whole #gamedev, including me, into frantic, twitch-based, revenge-ridden world of ugly blocks that are trying to kill you. And it was good.
In other news, I have written down all stuff I need to do for preproduction phase of my game (at least I hope that's all. if anything new will pop up, I'll add it to the list):
[Art] Animations
- Placeholder opening video
- Placeholder animated figures
[Art] GUI
- Menu elements
[Art] Music
- Placeholder menu and level games music
[Art] SFX
- Placeholder effects
- Menu sounds
[Art] Sprites
- Placeholder game sprites
- Text and numbers
- Particle sprites
[Design] Documentation
- First stage documentation
[Design] GUI
- GUI style and layout design
[Design] Game elements
- Elements documentation
[Design] Game modes
- Preproduction modes design
[Design] Level types
- First playable level types
[Engine] Animations
- Animated sprites
- Playing videos
[Engine] Audio
- Sound system
- SFX
- Music
[Engine] Controls
- Control wrapper
[Engine] File access
- File saving and reading
[Engine] Framework
- Basic framework
[Engine] Networking
- Basic networking layer
- Download play
[Engine] Particles
- Basic particle system
- Shockwave effect
- Score particles
[Engine] Sprites
- 2D sprites
[Engine] UI
- Menu system
- HUD
[Gameplay]
- First playable
I will organize it in some way and put it on the blog so the progress on game will be easier to follow.
[music]
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