I've been working on the game every now and then, and in the past week or so quite a bit. My new laptop is helping out with this increased productivity, as I can now code while watching television!
The main thing I've been focusing on is getting my code ready for being placed on a repository. As I may have mentioned I plan on open sourcing my code. Since I'm writing my game on the skeleton application that comes with the SDK I'm using, it has required me to rewrite a lot of things in skeleton application that don't really have much to do with the game. Mostly I'm talking about player saving and things like that. I'm happy to report that all the code in my game is now my own so it's ready to upload when I decide.
As far as the game itself I've only gotten hit detection to work. This was actually only a one line thing, and I'll need to revisit this one line later on. For now it's nice to see this working and it feels much more like a game. Now that I have a bunch of boring code out of the way I'll be able to add more to the actual game. There are still a few things I want to add before I make the code available to all. Once those are added I want to do a small code and comment review before uploading the first version.
Once it's uploaded I won't be publicly telling anyone about it, for now it's mostly so I have the code backed up on another server. Once I have a better represented game I'll probably point people in the direction of the code as well so they can see how it works. I'm hoping people can provide some feedback on the code as well, as I'm sure there are ways of doing things that I don't know about.
Showing posts with label engine. Show all posts
Showing posts with label engine. Show all posts
Tuesday, September 16, 2008
Monday, August 18, 2008
Back!
Summer has been quite busy. The last post I made was sometime before I went to Australia and since then I haven't had much time to work on Mirage. I have worked on it a little bit in the past week or so, and my interest has been revived.
A big problem I had earlier on was that I was being too ambitious and trying to think of everything I wanted to end up doing. This resulted in me not being able to focus on the little parts that I did need to do. I'm sure this will happen in waves but for now I've refocused on some smaller chunks that I can get done without having to think about the big picture.
The current state of the project is pretty good. I have a solid engine created that I can work off of and add to. Everything right now is very simple, but I have player and non-player characters working. The non-player characters that I do have just move around aimlessly, but that is something that I can work on later when I have a better base game worked out.
I've finished a cavern algorithm which is working very nicely. I still want make some tweaks to it because
occasionally I get maps with very small caverns. I might make some variables on the algorithm so I can set a minimum and maximum cavern size. This will give me more flexibility in the future if I want to re-use the algorithm for multiple types of caves.
I'm also working on a simple dungeon algorithm. Work on this one is very preliminary, but it's coming along nice. My plan is to work on many different dungeon generation algorithms so I get a lot of variety in the final game. Since I plan on open-sourcing the engine as well I feel the more different types of algorithms I have the better. The system is set up so that adding new dungeon generation algorithms is a breeze.
I have a short list of things that I want to implement next. They shouldn't be overly difficult but I just have to find time to do them. Everything is listed in the order I want to complete them.
There are also a handful of other things that I want to implement as well. For the most part I have been doing whatever comes to mind, but I want to implement enough to have a playable game. Hopefully I find time to work more on the game once the summer is over.
A big problem I had earlier on was that I was being too ambitious and trying to think of everything I wanted to end up doing. This resulted in me not being able to focus on the little parts that I did need to do. I'm sure this will happen in waves but for now I've refocused on some smaller chunks that I can get done without having to think about the big picture.
The current state of the project is pretty good. I have a solid engine created that I can work off of and add to. Everything right now is very simple, but I have player and non-player characters working. The non-player characters that I do have just move around aimlessly, but that is something that I can work on later when I have a better base game worked out.
I've finished a cavern algorithm which is working very nicely. I still want make some tweaks to it because
occasionally I get maps with very small caverns. I might make some variables on the algorithm so I can set a minimum and maximum cavern size. This will give me more flexibility in the future if I want to re-use the algorithm for multiple types of caves.
I'm also working on a simple dungeon algorithm. Work on this one is very preliminary, but it's coming along nice. My plan is to work on many different dungeon generation algorithms so I get a lot of variety in the final game. Since I plan on open-sourcing the engine as well I feel the more different types of algorithms I have the better. The system is set up so that adding new dungeon generation algorithms is a breeze.
I have a short list of things that I want to implement next. They shouldn't be overly difficult but I just have to find time to do them. Everything is listed in the order I want to complete them.
- Collision detection
- Line of sight
- Dungeon Connection
- Dungeon Persistence
There are also a handful of other things that I want to implement as well. For the most part I have been doing whatever comes to mind, but I want to implement enough to have a playable game. Hopefully I find time to work more on the game once the summer is over.
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