I started participating in the game dev community challenge for oct. 2017 !
Here are the progress after the first evenings:
I decided to make a bubble bobble game in C++ from scratch without using any external libraries - except for my own platform abstraction library (FPL).
So i started up visual studio 2017 communiy edition and made all the groundwork nessecary to power a game, like base rendering, robust input handling, stable game loop, etc.
I am closer to a game now, i have a player (rectangle) jumping around on the screen with rock-solid vector based collisions in a fixed level.
Movements seems to be okay for now and are pretty solid. I am happy, made good progress so far.
Starting to add a ton of math vector/matrix stuff, so i can migrate to modern opengl pretty soon. Also i can now load and render textures
Second thing i have done is to prepare FPL to handle gamepads using XInput in win32, using the same event system i have right now.
- Move the level to a tile based system, so i can render and create it more easiely
- Spawning collectibles
- Move to a command render system instead of immediate rendering, so i can abstract the rendering entirely.
- Compile glew yourself so that you wont get weird linker errors on the prebuild libraries or write your own opengl loader
- First enemy
- Draw text like score/level and in-game labels
- Copy assets as post-build to the output path instead of setting the work-directory
- Cant use SIMD for mat4-mult right now, because __m128 is not recognized at all even though i included all the intrinsics headers -.-