Dev Update #7

Wow, already Number 7? Sure doesn’t feel like it. A helluva lots been done though.

What’s been done:

-Extended custom physics engine to allow to make a simple character

-Camera class was added that allows the world to go beyond the viewport.

-Resolution-friendly. Run it super-high or super-low.

-Character Physics (REALLY needs an overhaul)

-Polygon based maps (Ineffient though, +1000 polygons could use a gig of memory. Not my fault HGE decides to use 1.2mb per primitive I draw. Might need to fix that later or make sure people dont go polygon happy).

-Simple map designer

-Saving and Loading of maps

-Parallax backgrounds of maps (layers scroll at different rates).

-Multiple textures allowed for each poly.

What’s to do:

-So much shit, I don’t even wanna list it. Most having to do with improving the map file and efficiency.

Screenshot:

Talk about it in the forum!: http://apakoh.com/forum/viewtopic.php?f=4&t=4

Black Physics (Physics Engine for blackseeds)

Well, as I’ve said before, I’ve developed my own 2D physics engine for my game. I will release it as a lib but open-source isn’t coming until I really optimize and improve the code. It’s super lightweight, and to make it, I used a bunch (like 5 or 7) articles and things such as the famous Verlet Integration to make it what it is.
Currently, it runs just as beautifully as Box2D but creating polygons and such is soo much easier. (Say like one line).
For example, a map triangle:

maptriangle = new Body();
maptriangle->AddVertex(100, 100);
maptriangle->AddVertex(150, 200);
maptriangle->AddVertex(200, 500);
maptriangle->AutoConnectVertexs();

It also runs about 4x faster then Box2D and currently, I am pretty proud of it. I promise I’ll release some footage once my HyperCam stops acting like Lag-City.

Dev Update #6

Whats been done:
-Got textures working on the skeleton

-Inpolate between frames and the coding can manipulate the animations themselves to account for aiming and such.

-Developed custom physics engine based on Verlet Integration method in gamedev.net and coded to be rendered in DirectX.

-Added textured objects that are implemented in custom physics engine.

Whats to do:

- Fix skeletal animations

-Support more static bodies and save CPU time in physics engine

Physics triangles on a slanted plane


DirectX blended textured Physics objects on a slanted plane

Dev update #5

I believe i am long overdue for a tech update to my game. First one of the new year. I haven’t really been working on the game itself, more-so the components of it lately. As promised, the fifth update will have something better.

Whats been done:
-Got skeleton animation working on a bare-minimum basis (just need to texture the bones) inside my engine. Took about 2 days to get it right and I scrapped my old coding (which was far less efficient at rendering anyways).

-Started to work with lighting and dynamic lighting for my game. Found some really useful stuff and I am working on making it better then it is. This was really inspired by an old tech demo from Michal (the creator of soldat) in which he used light balls and dynamic lighting to create a really appealing effect. Screenshot below.

-Started to streamline the player manager code for easy access

-Started to work on development graphics.

Whats to do:

- Texture skeletal animations

- Start work on polygon based maps

- Smooth out dynamic lighting.

Screenshots:

Skeleton Demo (Untexture)

Demostration of capabilities of 2D dynamic lighting.

Site Updated!

Yeah, as you have may or may not noticed, I completely re-did the site and all of it’s pages.

The design is fresh and new (not so much ugly orange and the stupid anime figure on the banner), and a social portal has been added for people who wanna chat and get to know the community.

A forum may or may not be coming in the future as well. The domain also got renewed near new years and production is well under way on Blackseeds.

BlackSeeds Dev Update #4

Man, haven’t updated this in soo long. I feel bad.  Two months of development and barely anything to show for it… Most of it was back-end though. Took me a little over 3 weeks to rebuild my entire source thing and man, it’s more efficient then hell. I swear Fifth prototype will have something better!

Fourth prototype update of the game:

Whats been done:
-Rebuilt source from ground up
-Added a lot more classes and such
-Server and Client side works now and even in singleplayer, it runs server-client yet people can still join.
-Working GUI menu (Can start server and exit game from it)
-Got Lua Scripting working (YES!). No functions though (AWW)
-Might scrap Box2D and go with self-made physics
-So much other stuff I can’t remember lol.

Whats to do:
-Get GameObjects Class working on network layer and graphics layer and physics layer. Thats my main priority atm. My only priority.

Screenshots

titlemenu

screenshot2

Blackseeds dev grinds to halt. Rebuilding in progress.

Blackseeds is being rebuilt from the ground up due to a major flaw found in the software. It will take way too long to correct it, so we are starting anew. There are many other reasons for this decision, but progress should go faster now.

We are first starting with the menu systems and network core instead of the graphics core as well.

Blackseeds Dev Update #3

Third prototype update of the game:

Whats been done:
-Box2D runs but is minimally setup.
-Dumped a few things into header and class files
-Added class for triangle based maps. Automatically shades them as well to make neat effects and triangles can have seperate textures and such. Looks pretty cool and produces nice effects.

Whats to do:
-Get Box2D to at least integrate with game objects now that it integrates with the world.
-Fix stupid triangle transparency bug with triangles. Looks cool, but might annoy some people.
-Fix stupid triangle overlap bug
-Get basic collision and shit working.

Screenshot

devshot3

Blackseeds Dev Update #2

Second update to my game

Whats been done:

  • Removed all SVN traces from the game source code folder. Decided not to SVN the project to it’s pissing me off ness.
  • Restructuring and removing bad coding.
  • Added Camera Class to keep track on the game world. Implemented.
  • Cleaned up internal structure and unnecessary header files.
  • Added Parralax to Background. Fixed it not wrapping all the way.
  • Got Box2D working and compiling without errors. Was going with PhysX at first. Still looking at it though

Whats to do:

  • Too much to say atm
  • At least get other objects working

Screenshot

blackseedsrev2

Blackseeds Dev Update #1

What was accomplished:

  • We are using DirectX for graphics, hardware accelerated. *Sorry linux/max users!*. It was mainly chosen for ease of use and because I’m too lazy to learn OpenGL. I know I’ll most likely get harassed and talked upon by the gurus for this decision…
  • We are using Unreal’s Raknet and currently, it is functional and working without too much issue in the game.
  • Basic design docs (Will upload or talk about later)
  • SVN set up for developers and stuff

I’m working pretty much backend at the minute but I got a decent player class and camera class running.

Goals:

  • Get a level editor working
  • Get Box2D working in this mother.

Screenshot of update:

I’m posting a screenshot of every update, no matter how far I am.retarded-dev-shot

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