Tuesday, August 19, 2008

The train is almost at the station

So finally, after months of work on this project we are getting close to a prototype release. We decided to skip all the unnecessary mechanics and just focus on the core gameplay, which is sneaking and killing. So you won’t see any nice looking sprites or something like that in our prototype, since we are concentrating on the basics.

The prototype is almost done, just some fine tunings left. I’ve almost finished the whole first level just need some minor treats, a trailer and post-mortem document is in the pipeline as well.

We predict that a CD with the game and all it’s content on it will be ready next Friday.

That would be all for this time. Hope to put an end to all this next week.

Sunday, July 13, 2008

Picture update

This past week Michael have started to get somewhere and he sent me a copy of the release and it worked well on my computer. So here’s some screens from one play session that I had with it.

pic1.JPG
pic2.JPG
pic3.JPG
pic4.JPG
pic5.JPG

That was all for now.

Wednesday, June 4, 2008

Presentation

Tomorrow is the deadline for the project and we haven’t got a finished product yet. But we will present the game we have like it is right now and just keep working on the project during the summer. You can find our power point presentation to the right –>

We will return with updates later!

Have a nice summer :)

//Isak

presentation.jpg

Thursday, May 8, 2008

Menu

The menu is getting some shape, maybe a bit small at the moment but well sort that out later on. Its working quite well too, we just need to manage the game time so that we see whats going on, everything goes too fast right now.
progress_4.jpg

Our first test to draw text on the screen was quite early but didn’t get much attention since it was not a major development milestone.
progress_3.jpg

/* Michael

Tuesday, April 29, 2008

Level parser

The level parser is almost complete, all thats left is to add the Items to be parsed. The troubles i stepped on first was to get the file-reading to work as i wanted, i also managed to write parsing of the text in wrong a wrong way, twice. At the end i decided to skip a bunch of extra functions since i noticed they didn’t do much help anyway.

Sunday, April 27, 2008

Programming progress

A progress update for the weekend. While my first bash at DirectInput was a very weak one, i did hit it quite hard this weekend. What i had to do was to get the basic information from DirectInput and throw everything in a separate object. I still have some problems regarding some keyboard inputs, but they are not high on our priority list. Apparently the || (OR) operator cannot be used when retrieving numpad keys. I will probably going to look into that later.

In other news, the gamepad controls was probably the easier part to implement but im not confident that it will cooperate with other. Last thursday we also smacked a texture onto our vertices, and made it move about.

progress_1.jpg

And now for something completely different… the splash screen works, but i am stuck on how to destroy it in a good way. All it does now is show a picture and waiting for input, when input is applied it drops from the render manager, so im still missing the destroying part… we are probably missing the game objects manager.

progress_2.jpg

Over and out

/* Michael

Wednesday, April 23, 2008

Change of engine

After much problems with Torque we decided to switch to a custom built engine for our game. We are still going to use C# as our language but our engine is going to be built in DirectX. This makes things easier and harder for us.

The harder part is that we need to understand in detail how our engine is going to work and plan ahead what objects we need. There is also a very steep learning curve for the technology, but with the abundant information on the internet should ease some of our technology issues. Time, building an engine and game from scratch will take time, and time is of the essence. We have little time left for our project and we need to get things rolling very fast so that we can reach deadline.

The easier things with this approach is that we need less extra code, that Torque had. The engine was way to bloated for our purposes and we can focus more on the technology and how to use it. Another aspect is that we are probably going to learn A LOT from our experiences building a complete engine and game from scratch. We probably will have more control over things than we generally would need.

Both programmers in our group are now very motivated of producing a working game in a short possible time. And the best thing is invaluable, we will learn very much sitting very close to the actual mechanics of the game.

/* Michael