Worklog for Duckstab[o]
Worklog 1
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Having been searching the net for several months for a nice stable
developement Pipeline ive come across one big factor ...COST.... Speculate to Accumulate This is a reference to keep me on track and stop an endless spending without profit.. 1. Budget £1000 this is the target ive set my self for the first phase of my venture as it is a realistic target for me to fund atm. Once the budget is reached no software media my bought without profit.. 2. Plan of action It seems that the puzzle game format is the most frequent format to hit the online community from smallware developers and repackaged game designs do sell well this would be a sound area for a smallware developer to enter 3. Targets I Want the games to be both a learning experience for me in the programming and media development side of things aswell as a base funding for my smallware firm Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Started Work on Material and Shader Browsers to allow testing realtime as the will save a lot of headaches in the future. Considering creating a Brush setup what will load up multipul materials and shaders to a mesh. this will result in less code in the app and neat coding This will be a simple programme and lets use set up basics with ease A mesh with 5 groups has the possible setup of Mesh_Ngroup*NMaterials*Nshaders ie a lot Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Been testing out possible methods for the particals and performance is better than expected Using the tv3d minimesh system which renders in a batch format is was able to have 100,000 spheres set at 32,32 segments textured with a 512,512 png each sphere has a random color value of 255^3 and a random alpha of .01 to 1.0 using this method i was getting render rates of 7-12 fps Can this be taken further ? Yes :) Latest test i used 200,000 spheres that were 4*4 segments with the above random color and alpha this renders 24-36 fps all the tests were done at 1280,1024 with 4*AA Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Finally got over a parent orientation bug i had been suffering from for the past few days silly typo :) .... While this was going on ive been working over the Enemy and player ai_path functions to allow for several option to add more flexibility Enenies now have AI_target Groups which help them choose there next action.. 1. Cure 1a. Cureself 1b. CureGroup 1c. Stat+ self 1d. Stat+ Group 2. Attack 2a. Attack node 2b. Attack Damage Foe 2c. Attack Negative Foe 3. Defend 3a. Defend Node 3b. Defend Friend and Cure 3c. Defend Friend and Attack Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Progress of the first male model is coming along nicely Currently using two builds to see which has the biggest performance hit on the engine 1. The First model uses a Basic Animated Mesh full uv and bones and is a high poly model I using a renderlayer to create the Character textures on the fly So far the model has 24 groups to allow for a larger variation in character Skins When rendered still only uses one texture layer 1.b the character will still have some child meshes added for effect but mostly just changes to the core groups textures 2.The second Type is a lower poly version of the above this will only have 8 groups for the renderlayer and will use high poly children to act as equipment this will look better but i can foresee a frame rate killer ... fingers crossed it dont Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Spend a whole day away from the engine to clear my mind and work on some new concepts 1. Character Building I dont want this to be a game someone can do a guide for to complete in a day.I want is to be a unique experience for every player every time they start a new game 2. Races Every character in the game will have a race be it humanoid mammal or other worldly this sets basic restictions and enhancements to your basic player. This will be the foundation of all characters in the game but i want it to be much much more Im currently working on a Race preditor tree to enable the used of hatred and love between races to give the game more scope. From this i have a little master plan for it to effect the game from start to finish Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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![]() Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Well all level basics are in place and i have a sound foundation to build the engine around Progress so far LevelLoading 80% still want to add level script loaders Pathfinder 100% atm but it still might change due to an idea i had of land water and air Creatures Basic Statistics For Character Progress so far Base_Stat Race_Stat Job_Stat SJob_Stat Bttl_Stat Char_PLR 'player Char_ENM 'enemy Started working on Passive Tech Magic Equip Concepts in progress Working on several concepts for leveling ideas and game modes for the battles Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Have been running my code for half a day finding ways to optimise the Pathfinder finally had my break \o/. A 1296 noded map compiles in 45 secs but this is using newton physics to compute the path and the app rendering path finding realtime ie 1296 cubes and map rendered per calculation. So im only rendering for debug so im hoping this baby will compile that size map in 5-6 secs allowing for random level creation to further push the game [edit] Improved on the improved \o/ just realised I had a call which made reference to all live nodes in the nodelist when it was supposed to be the culling list :) Compile time 11secs Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Finally after 3 days of work Have managed to implement a version of A* into the 3d enviroment For point accuracy a 1296 noded map will take 2-3 minutes to compile but only 2-30 ms to load into the engine since compiling only needs to done once this isnt really an issue Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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The Basic Map Creation sofware is almost there just a few bits to tweak Filename: ![]() Early Primative design is coming along okay Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Filename: ![]() Using 4*AAiliasing using 16*Af 120,000+ poly count in total scene 8 rendersufaces 4 animated ninjas and still in the 750-800 fps :) Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Areon-x : Foundations is a Turn Based Rpg similar in design to the
great games that have givin me the insperation to put my ideas into a
solid playable game. FFtactics Breath of Fire Disgaea .. to mention just a few. 1. Concept The Basic Concept Revolves around Tactical Turn Based Play Of 2 or more teams.The Teams Battle their Way over a 64*64 Map this is the Smallest size map available.Their Aim is the get control of Special Targets Within the Map 2.Story Well its still in the making atm but heres a few basics.. Coming from a poor town and not being the best behaved member of the community work is hard to find so you and your friend leave on a adventure for riches untold Sadly things dont go as planned your big head gets the better of you and you both are forced to work hard labour for a local scavenging gang looking to expand on their territory.... and from there many magical things happen as you find items and areas lost to the world for several millenia and uncover a dark secret thats ready to be unleashed once again 3. The engine The main engine is using TV3d 6.5 and Blitzmax via a C# (nice one Glimmer :) ) wrapper all media is being designed by me atm as there will be little funds available until the project grows. It will be fully 3d as will all characters and weapons. support options for Anitaliasing Several popular resolutions Sound Quality level Quality Texture Quaily will be avialable to help this game reach a large range of computer specs thanks for your time hope to be posting soon.. Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Having done some pen and paper maths I have come to a final Base for the Card Designs ie the Stat Side. 1a...The Basics .......Each Card has ATK,DEF,HP these are the core attributes Next the Cards have one of Four Jobs. Each Jobs has Three Basic Skills.. these are secret :) Finally Each Card has an element attached 1b How to Custom Cards ...Cards you win Can be used in several ways ...Cards can be sold at special prices ...Cards can be Stripped and add skills to the data bank or add gold to your inv ...Cards can be levelled up to the highest lvl card they have defeated this eliminates power leveling. Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Ive Tried to create card puzzels in the past yet have always failed due to the item management needed... Thanks to blitzmax this is finally possible to me :) yay 1. Concepts Most of the ideas for this game came from playing the following... Magic the Gathering Yugi FFX9,FFX8 Dragon Quest 8 .... note no card game thinking more towards leveling mech In most of the Battle Card games i have played its more a game of luck than skill this is something i wish to change 2.Basics 2a. The Board The Game will take place on a board of various sizes depending on game mode and number of players 2b. The players At the moment im sticking to single player as ive never done any network code as of yet.. A player can fight up to 5 Cpu at once. 2c. Game Logic The basic of the games are turn based ie player1 then player2 and so on. But im creating special cards that can change this balance to make the game flow better. 2d. Deck Size This will change depending on which game mode that you have entered the smallest is four the largest will be 60+ 2e. Cards This is where my game come into its own. Im planning on having some 80-100 preset cards each can be levelled in many ways. Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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So far the files are 1. Racetypes.xml contains base details like Humaniod,Dragon ect. This is used to loadin the correct model/sprites and setup the Equipment layout 2. Rskills.xml this is a compiled list of Race Skills and is divided into Racetype catagories for compatability 3. Pskills.xml this is a compiled list of Physical Skills and is divided into Racetype and Physicaltype catagories ie Lizard only or Longsword only 4.Mskills.xml this is a compiled list of Magical Skills and is divided into Magictype Catagories ie Fire/Water/Wind/Earth. 5 Rpassive.xml this is a compiled list of race passive skills and is divided in racetype catagories. Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Have rapped all the gadgets for race creation 1.Race Details 2.Magic Ranks 3.Physical Ranks 4.Race Skills 5. Race Passives 6. Base Stats 7. Core Stats Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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![]() The script to create this is 1.24k in size it contains Coords picture refs wrapped gadgets combo lists for easy combo creations panels can be placed anywhere might make these free gadgets to move while programme working [IMG]http://files.photojerk.com/duckstab/collection1/ScreenHunter_12.jpg[/IMG] <img src="http://files.photojerk.com/duckstab/collection1/ScreenHunter_12.jpg"></img> Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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![]() brushes are the work of http://annikavonholdt.com Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Over Laying images onto the gui is something that i wished to do from the start. I can now achive the basic concept using wrapped panels to act as the gadgets available in bmxgui Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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I would like the gui to feel like the old D&D character sheets just started messing with a few ideas![]() images not mine :) Think the ps filter look will work so have started to create a series of images just got to work on a tiling method Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Have Created 3 Main Types to Run the Gui GWindow GPanel GGadget Reading in the Rtemplate.xml Begins the process of creating the gui as its all done on the fly <Panellayout x1="10" y1="10" x2="180" y2="200" >Baseinfo</Panellayout> this wil cause the programme to create a new panel type and Panel:Tgadget Then Ive wrapped the existing gadgets to give the ability to access all there capalities in one function call using methods like ie <Combo x1="80" y1="135" x2="80" y2="20" text="ComboRank">Baseinfo</Combo> "Baseinfo Defaults to 0 in this case but is used to select a gadgetitem of the combobox." Tells the programme to create a combobox containing the children the a in Comborank in the xml file So far things are going great gotta thank mr Silby for this baby it realy rocks Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Having finally got to grips with the finer aspects of bmx gui I am well
on my way to finishing the character creation part of the programme Using Xml files and a template designer you can create a master file which designs and describes all the basic skills and stats a character may have this files then become the basis for all character creation. Skills being knowledge in a certain area of combat Im using a intellitype as i call it to read and create files this is a master type linked to infinate base types letting you create any battle system you may require I suppose its a gui editor in its own right but that was just a by-product of the programme its self once a base design has been layed out you have to select cost values to each stat/skill this will be used to balance the whole engine this becomes the template file for the engine and is used in the character creation There is a second app that lets you design characters within the paramiters of the template file basic layout editing has been added but still working on strip anim ranges ::: Hope to be changing this to frames once we have bmx3d \o/ well i aint in any hurry as this is gonna be a 12+ month monster to create Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Have Made a Large Overhaul of the Character Types All Character Types now Contain Stat Arrays to allow for greater Flexibility to the combat engine. This lets you use battle systems that use anything from one stat to 100+ Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Have Been Getting used to bmaxgui and i gotta say it rocks Progress:Basics The Basic Gui has been set up now with a method of Tab trees to enable quick Access to the Different tools available in Bmx_Rpg I have Set up Panels for the Following Map_Design Contains 1: Canvas 2: Gl and Dx Render Switch 3: MoveMode PaintMode Switch 4: LayerTree and Layer Switch Character_Design 1: PC_Creation 2: NPC_Creation Item_Design 1: Magic_Design 1: Partical_Design 1: Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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A basic map will consist of a 64*64 grid the actual pixel to grid ratio isnt fixed so i can use 128*128 tiles if i wish Each map has a max of 15 layers which can be any of the following baselayer Shadelayer Lightlayer Collisionlayer SfxLayer Really starting to come along nicely \O/ hope to post some screenies or working demos soon :) Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Having gone over this process many times and trying to create a nice
balance between speed and quality the Map type has also been refined to
use TileTypes and Prefabs this gives the abilitie to use tiles from 1*1
to 16*16 to draw maps this will also allow you to draw prefab buildings
that contain a collision layer and visual layer Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Each Custom Type now also has a prefab instance this is a intelligent type that creates a map within empty spaces ie World Map is a 32*32 grid This contain 5 continents 4*4 This means the World map needs only 5 continent types and one prefab type to create the missing 944 tiles this cuts down the amount of memory needed and speed the whole map engine process 1000 fold Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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World Tree Progress 40/50% The Engine Uses a Special Tree of Custom Types to contain a large number of Maps 1=world 2=continent 3=county 4=region ect Each part of the tree contains info for parent ,neighbours and children to allow quicker searches At the moment the engine allows for 281,474,976,710,656 Maps dont worry these are managed in a way that breaksdown the file info by using a seed method for wilderness ie rnd maps and Tree saves that are small files that contain basic info for quickloading and building of high detail areas within a area Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Have Added To Firing Types 15 Bullets Formations And 4 Bullet Paths Horizontal Angled Focused Homing Have Added The Following Ship Types Horizonal Angled Focused Homing Waver Pulse Most of the Base Mechanics Are in place has Started Work on the Shop Currently improving on the my Tlist Setup using a Grid to only Check Collision With entites of a certian Distance since Some times there may be as many ass 200 on screen also this will improve collistion Checks With the Border Terrain and Static Objects Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Changed the Firing Modes around to Allow More Variation to the player Setup Now You Can Have 3 Firing Modes Active Depending on the overall Power of your Current Ship One Type of Bomb so Far there are five One Type of Shield so far thereTwo One Special this can effect base powers,pods and speed Up to Four Pods which Can Be Attack/Defend or a mixture Each Ship Can Also Have a Number of upgrades fitted including Bonuses To Shield,power,podmax,FireRates,Damage,Speed,Earnings At the Moment There are Ten Types of firepower each With Five Grades ie 1 to 5 bullets or various paths Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Most of the Weapon Classes are in effect You Start Will Grade E Bullet Which Has Three Basic Firing Modes (Forward 2) (Top 1 and Bottom 1) (Rear 1 And Forward 1) PLus Level 1 Charges available on each this increases the power and quantity of bullets fire for a single Shot Forward Shoots Four Grade C Bullets at angles Top and bottom Create A Tempery Shield Rear And Forward Creates a Bomb that Shots 10 Grade D Bullets Which Fly for rear to front Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Raven 2010 is a Space Shooter Basics Side Scroller Rtype Game With a Few Additions :) It will have a Sector Map and at the end of each level you can choose where you wish to go next There will Be a currency that can be collected to buy and Create Upgrades For your Ships These include pods shields weapons and armour at the moment a ship can have 3 weapons active and Two firing modes for each standard and Charged ie like in Rtype Thats 6 Basic Firing Modes Currently Knocking up Some Sprites To test With Hope to Give an update Soon BTW BMAX ROCKS \o/ :) Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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it will work around the match 3+ formular but with a few tweaks to allow a greater variation in game play ie match color match shape match both each level will have target ie 50 stars popped or 50 red popped or could be 50 stars popped and 5o red popped combos will also be added allowing you to buy specials that alter the virus table Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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having played lots of games from pop cap and downloaded from real I
found a lack in their game styles they become brain numbing within
minutes so I came to think could I do better Since Blitzmax is VERY fast on the 2d side I have selected this as my platform Game Concept similar to that of all the match 3+ games ie Colums,bejeweled and many many more just not so restrictive So here comes Klak and Bodgit May the coding be with you Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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![]() Just checking the entity order commands work and that it can be changed to work with both camera types :) Not my pic by the way just slapped it in for testing Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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![]() started work on a battle system active and turnbased similar to final fantasy x-2 This uses player movenent aswell which will allow for players to attack each other mid turn The hexes are for pathfing Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Adding in a function that will let you load in a selection of models for manipulation A small function Will Scan Each Model Check what Brushes are used and pack the used textures in a single texture Then the next function Changes all models uv to match the new texture possitions within the Packed Texture This Will make it possible to create say 16 different models using 256*256 textures all on a single surface plus the number of different models can be increased if they use the same texture then the only restriction is the poly count per surface Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Sided Primatives worked okay yet think im to early in development to
use these without tons of useless code So have changed the methods used A Tile is create form any size form 1*1 to 10*10 each tile is made of 1*1 sectors ie a 10*10 tile has 100 sectors A sector is a 1*1 tile that is made up from primatives ie 20 primatives in a single sector Currently Reworking Level Format Export For LightMapping Works Having to Give each tile a Specail Brush So it is easy to Break the level back into sectors and apply standard brushes Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Sided Primative System fully working :) no more Duped Tris Started Working on Tileset Exporter To Allow for Lightmapping if the user Wishes Several Different methods of level creation in construction looking good at the moment Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Level created from 100 tiles each made from 9 primatives Final level created using three meshes Cap,Wall,Floor Working on faced primatives ie one,two,three or four sided This would elimate 2 thirds of the polys in the above level ie 7200 tris less Feature Surface and Interative Surface under construction :) feeling like its getting somewhere \o/ Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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2/4/05.. Created 18 custom primatives to begin engine testing and Level Creation File format still in progress atm Primatives are stored in data arrays and included into the Main engine this I hope to change to a unique file format The Screen shot shows a small tile random it contains 3 surfaces wall,cap,floor and is made from 4 custom primatives :) nice nearly 999 fps \o/ still Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Ive been working on a tile engine for some time now and have had some
success yet it has proven to be a bit of a high poly process and needs
to use a very intensive culling method so back to the drawing board 31/3/05 Started working on Version Two of Engine Duckstab Concept 1. levels Each level is created from a collection of tiles ie 10*10 tiles or 100*100 tiles any size tbh and will contain 3 maybe 4 surfaces if needed Culling will be available to allow more texture usage and greater variation in level tiles ie level constructed from several meshes (A level is a collection of tiles) 2. Tiles Each tile is 30*30 units a level can be made from as many of these as you wish Each tile is made from 9 sectors that are 10*10 units Each tile will have 3 maybe 4 surfaces they can use identical surfaces as other tiles to save on surface count 3. Sectors Each sector is 10*10 units A sector is made from custom primatives created in the editor Each Sector can contain several primatives it up to the user to make sure they dont duplicate tris and verts 4.Primatives Each primative is contructed using a 11*11 array holding vertexes and their order. The idea is to make primatives with the minimun polys needed While allowing for a variation in textures A primative has 3 surfaces Top Sides Bottom these can be chosen as is needed ie top down game ...ie Single tier you would ony create the Top and sides Bottom can be used to create varition in floor textures ...ie First Person Shooter singl tier you would only use Side surfaces as top and bottom dont count ...ie fully 3d gameplay Fps would need all three to make a game viable more update to come :) Duckstab Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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basic archways only using planes for floor and ceiling at the mo which is causing low frame rates going to be switching to quads once culling system fully running Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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test using 8 tilepieces to create a 10*10 tilemap 4 wall sets 4 features door ways in construction will be switching single texture per suface for walls and a tiletexture for the extras as seams will not be noticed so much possible 2 or 3 surfaces for wall improved culling system still a long way to go Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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early beta shots below The level is loaded from a 14*14 binary sector map each sector is a 10*10 binary map level builder in early stages first wall primatives in construction to allow windows door ect culling in progress and moving to multi surface meshes with two textures and two uv channels the idea is to build map using similar methods as the neverwinter map engine screenies soon :) Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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![]() FinalFantasy Style Card game Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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just my first idea of a gui layout![]() ![]() Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Having seen a lack in puzzle games around I have chosen to enter this domain for a bit and see how me old brain works http://www.duckstab-designs.0catch.com/page1.htm ![]() Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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The ideas Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |