Jump to content
  • Advertisement
Sign in to follow this  
  • entries
  • comments
  • views

The Story So Far...

Sign in to follow this  


I first used the KCS moniker in late 1999 while I was writing some software for Dungeons & Dragons (Yes, I was one of those junkies as well). Die rollers turned into character generators which turned into module creators which eventually spawned a map creation tool. This was near the end of 2001. My first crack at creating a mapping tool was like any other ill fated project, too ambitious with not enough knowledge and I hadn't read TANSTAAFL's illustrious book yet either. Written in VB6 at the time. Yes, yes...the snickers. When you program with something for a living 8 to 10 hours a day, you tend to use it at home as well. It was all based on GDI and was terribly slow and very awkward, and ... a failure. I shelved the project for about a year and was dabbling in DX7 & DX8, doing simple Mandelbrot's and other 'learning' stuff (while working in VC6). I read Mr. Pazera's book and pulled my old project out from the ashes. It was about this time that .Net entered the fray and I converted the ISOHex core code to C# and DX9. Although I never got everything up and running and I really wasn't interested in 2D, I learned so much about the concepts that it made the creation of my latest engine very smooth and elegant (at least I think so). I have fought more with DX9 than I have with figuring out how I should handle 3D isometric concepts. Anyway, I am going to use this journal as a place to help other people with obstacles that I have overcome (and have not!) If I can help a single person (even myself) it will have been all worthwhile.

OK, now onto the present...

My current project is aptly named Nightmare.

In the nut shell, it is a 3D isometic(ish) map generation\editing engine. I have fixed the camera height but allow rotations. The first 8 months of this year have been spent writing utilities to help make my life easier. A tileset maker, resource manager, and an alphablending application along with a first cut of the Nightmare engine.

Here are some screens of each.

An early shot of the engine putting things together...

The terrain transitions above are still a work in progess and will continue to improve. Most notably, I want to get rid of the terrain ridgedness and make it look more realistic. I am almost done doing so and will document the process once it is up and running.
Sign in to follow this  


Recommended Comments

Thanks Rob, at least I think that is a complement 8>). Although that is not the look I am ultimately looking for. I have just changed my tile layout from 4 primatives to 8 and am rewriting the Alphablender application to accomidate these changes. After this is done, the transitions will not look so blocky. I am also implementing a randomizer so that as a shoreline is being drawn, it will look a little more natural.

Share this comment

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!