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AthenaOfDelphi
06-07-2009, 08:33 AM
If you'd like to show off your progress in the competition... post in this thread.

noeska
06-07-2009, 09:04 PM
Working Title: SubMerged
GameStyle: Shoot'em'Up (horizontaly)
Graphics: 2D Vector Graphics
Theme: The game takes place underwater (hence the working title)
The player has only a limited oxygen supply and amuntion. Rescuing/Defending sealive is the goal (but not all sealive is friendly) and give major bonus points. Collecting trash give points. Fighting enemies also gives points and maybe even extra lives. Possible enemies are fishers/pirates/oil plaforms/other divers/sharks. The player has 3 lives.

Now i better work this out in a design document.

You can watch progress at: http://sites.vanderhoning.net/submerged/

pjpdev
06-07-2009, 09:20 PM
Hey, I got one... Took me a while to get an idea though...

Title: Intel Spooks (Still sounds a little corny, workin on it)
Style: Platformer
Graphics: X, Y and no Z
Basic Idea: Play with a spy, hack computers in the level to gain intel and avoid the baddies. Sounds simple, but I'll find a sick twist to add to it. :D Mwahahaha... ::)

paul_nicholls
07-07-2009, 12:04 AM
Working title: Day of Destruction!
Game Style: non-scrolling 2d side view game.
Genre: action/survival
Graphics Type: not sure yet - vector graphics, bit mapped polygons, other?
Technology: SDL for window/input/timing, and OpenGL or graphics.
Platform: PC, Win32


Story

Long ago, extra-terrestrials tried to colonise the Earth, and it looked like they would succeed, but they ended up being defeated by the tiniest of foes, bacteria!

Now they are back and want revenge by destroying the Earth! So they don’t make the same mistake again, they won’t land on the planet, but they will stay safely in space.

The aliens have built a number of weapons - giant space cannons which can fire debris like asteroids, meteorites, etc.

The cannons are situated in the asteroid belt orbiting between Mars and Jupiter, and they have started sending asteroids and meteorites of various sizes hurtling towards the Earth.

Earth’s destruction seems assured, but wait...there may be hope!

The Earth’s military forces have been working together to create defensive weapons capable of staving off the attacks.

This consists of giant repulsor guns that can be used to change the course of space rocks, or even blow them apart if the rocks are hit hard enough.

How long can you last before the Earth gets destroyed by the aliens?

If you thought the first sentence sounded familiar, then you would be right! This is my tribute to War Of The Worlds, and my version of a sequel! :D
cheers,
Paul

NecroDOME
08-07-2009, 08:49 AM
Working title: Car Race Game (working title)
Game Style: Semi-futuristic car racing game.
Graphics Type: Car racing...
Technology: Hell Tech Game Engine to power the game. (DirectX 9 based). Newton Game Dynamics for physics.

Progress so far: We have the engine, we are working on the design document.

chronozphere
09-07-2009, 04:32 PM
Working title: The pipeline
Genre: Futuristic Racing/combat game
Graphics: OpenGL 2.1
Sound: OpenAL 1.1
Input: DirectInput 8
Physics: Newton Game dynamics
Description:
You are driving in a futuristic vehicle, through a tunnel circuit. Your goal is to finish laps and kill enemy's without getting killed yourself. :)
Progress: Tweaking design document. Input and Audio finished. Working really hard to get my OpenGL renderer ready.

Legolas
09-07-2009, 05:59 PM
Working title: Sweep (may vary, who knows...)
Genre: Time attack puzzle
Graphics: 2D x 2 screens
Audio: yes :P
Input: stylus
Game system: Nintendo DS - Nintendo DSi
Short description: Help that mommy to sweep the junk from the floor before the baby arrives and puts it in his mouth!

Progress: a first draft of the GDD is done. I'm working on the game logic.

Ñuño Martínez
09-07-2009, 10:59 PM
Working title: 1885 - The Final Engine
Game style: Side action shooter.
Graphics style: Not sure yet - classic 2D pixel art.
Technology: Allegro.pas (http://allegro-pas.sourceforge.net/) ::)

Ending of XIX Century. Helped by an enhanced Babbage's Analythical Engine (http://en.wikipedia.org/wiki/Charles_Babbage#Analytical_engine), a famous inventor builds a carburettor able to extract all energy stored in the matter. Unfortunately, this carburettor is stolen by a mysterious thief.

The famous adventurer Sir Gregory Doe, the bounty hunter Quincey Morris, a mysterious woman named Laura and inventor's daughter will pursue the thief to bring back the carburettor...

We have create a blog (http://neuronaldb.wordpress.com/), but we're posting in Spanish. :S

arthurprs
09-07-2009, 11:19 PM
edit: i just discovered that my current game doesn't fits the event rules :no: now i need another idea

paul_nicholls
10-07-2009, 02:36 AM
Working title: Day of Destruction!
Game Style: non-scrolling 2d side view game.
Genre: action/survival
Graphics Type: not sure yet - vector graphics, bit mapped polygons, other?
Technology: SDL for window/input/timing, and OpenGL or graphics.
Platform: PC, Win32

Progress: Yay! I have uploaded my design document now so I can now concentrate on the coding <phew!> :)

cheers,
Paul

pjpdev
10-07-2009, 08:08 PM
Working Title: Intel Sppoks
Style: Platformer
Graphics: 2D
API: Andorra2D

Description: You're a spy that must collect intel from various computer workstations, but its not that simple... There will be baddies and booby traps all over.

Progress: Design Document uploaded ;D

Stage 2 is coming closer...

pstudio
10-07-2009, 11:21 PM
I suppose I might as well post about my game here since everybody else i doing it :)

Working Title: Rod Preston
Genre: Side-scrolling 2d shooter (run-n-gun)
Graphics: Well 2d. I'll put my brother on the job and see what he comes up with
Technology: Turbo Delphi and Phoenix 2
Platform: Windows (maybe Linux and MacOS later on)

Short Description:

Following a really bad storyline the player will control Rod Preston, a typical masculine hero like Duke Nukem, shooting thousands of Nazi- and KKK zombies (stupid eh?) in his quest to save his sister.

Progress: Just uploaded my gdd ;D

paul_nicholls
11-07-2009, 05:56 AM
Working title: Day of Destruction!
Game Style: non-scrolling 2d side view game.
Genre: action/survival
Graphics Type: not sure yet - vector graphics, bit mapped polygons, other?
Technology: SDL for window/input/timing, and OpenGL or graphics.
Platform: PC, Win32

Progress: now have started coding the game. I have got a basic SDL application framework together so I can now display some graphics :)

cheers,
Paul

noeska
11-07-2009, 07:55 AM
Working Title: SubMerged

Progress: Phew the Design Document is 'finished' ... Actualy it is not, but the deadline is there. If you are curious i posted my Design Document on the SubMerged Site: http://sites.vanderhoning.net/submerged

Now it is time to set up svn and start coding and drawing graphics ...

AthenaOfDelphi
11-07-2009, 10:33 AM
Working Title: SubMerged

Progress: Phew the Design Document is 'finished' ... Actualy it is not, but the deadline is there. If you are curious i posted my Design Document on the SubMerged Site: http://sites.vanderhoning.net/submerged

Now it is time to set up svn and start coding and drawing graphics ...


Actually, you have nearly 12 more hours (at the time of posting) until the deadline. As an example, stage 2 starts on Sunday 12th July. That is 00:00 (midnight) on the 12th July. It runs until Saturday 26th September. That is 23:59 (just before midnght) on the 26th September. All times are based on the server time which is displayed at the top of every page, and actually looking at the site, you over 13 hours as the server runs on GMT (or UTC if you prefer) permanently.

Just be aware that the system obviously checks the time when the upload process is completed. So just don't leave it too late.

pjpdev
11-07-2009, 12:02 PM
Title: Intel Spooks
Style: Platform
Graphics 2D
API: Andorra2D

Progress: Reboot from Linux, login to Windows... Time to lay the groundwork for the game... ;D

chronozphere
11-07-2009, 01:35 PM
Working title: The pipeline (check previous post)

Just uploaded the Design document. I'm now writing another doc with some todo lists. It describes exactly what media needs to be created and what kind of code needs to be written. A big checklist so to speak. ;)

I'm still working very hard on my last-minute OpenGL renderer. It allready has textures and lit meshes and Fontstudio Fonts. I still have to add more rendering functionality, including Particle systems, Render-to-texture etc. Then it's time to start loading geometry and develop a way to design race tracks. :)

AthenaOfDelphi
11-07-2009, 08:21 PM
Having read these brief comments, I can't wait to see how this competition progresses. With the imminent arrival of the stage 1 deadline, be sure to get your design documents submitted.

Good luck to everyone.

paul_nicholls
12-07-2009, 10:50 PM
Hi all,
I have now started my very first blog, and it is dedicated to Day Of Destruction! :)

You can follow my (possibly slow) progress here:

http://day-of-destruction.blogspot.com/

cheers,
Paul

paul_nicholls
13-07-2009, 03:45 AM
Hi all,
I have now started my very first blog, and it is dedicated to Day Of Destruction! :)

You can follow my (possibly slow) progress here:

http://day-of-destruction.blogspot.com/

cheers,
Paul


I have updated by blog to now contains two (GASP!) posts!! LOL

It is good to see I have two blog followers already :)

cheers,
Paul

noeska
13-07-2009, 07:25 AM
You can follow my (possibly slow) progress here:

Oh a screenshot already ... Your progress may not be that slow ...
For me it is optimizing performance of my glvg unit on dynamic vector shapes for now as 1 fps will not be playeable ...

NecroDOME
13-07-2009, 07:34 AM
So everybody is posting his progress. My progress can be followed at my own blog: http://www.necrosoft.nl.

My progress so far is that I'm busy with my track-spline. I have the calculations in place, but need to fit a 3D model over it. This shouldn't be too hard, so I hope I can finish that this evening or tomorrow.

Next step is to to pass it to Newton Game Dynamics and have a car drive over it. As I already have physics in place this should be a piece of cake.

Next I have to make all the game logic, menu's, AI, decent car physics (all what I have now is a car that drives crappy) + all content.
About content: we planed to make everything in-house...

Thats all for now.

Traveler
13-07-2009, 08:39 AM
Great to see all of your ideas here. Please do continue to post your screenshots, stories, whatever. It's a good motivator to others as well.

Legolas
13-07-2009, 09:05 AM
Hi all,
I have now started my very first blog, and it is dedicated to Day Of Destruction! :)

You can follow my (possibly slow) progress here:

http://day-of-destruction.blogspot.com/

cheers,
Paul


Great idea! :yes: I have arranged a blog too:

http://sweep-pgd.blogspot.com/

paul_nicholls
13-07-2009, 09:48 AM
Hi all,
I have now started my very first blog, and it is dedicated to Day Of Destruction! :)

You can follow my (possibly slow) progress here:

http://day-of-destruction.blogspot.com/

cheers,
Paul


Great idea! :yes: I have arranged a blog too:

http://sweep-pgd.blogspot.com/





How do I follow your blog? I can't read some of the buttons, etc. as they are in Italian? :(

cheers,
Paul

Legolas
13-07-2009, 10:55 AM
Ops... Just changed the blog interface to English :-[

noeska
13-07-2009, 12:08 PM
@NecroDOME: Square Wheels, no wonder your car does not drive well ;D

chronozphere
13-07-2009, 04:00 PM
I've been playing around with coordinate spaces yesterday. :) These will let me generate all kinds of segments for my racetrack. My racetrack will be a big tunnel circuit. At the moment, It's possible to look at the rotating segment and go through it (Like you will, in the game 8) ). I'm going to add one or two extra classes that will generate other kinds of segments (Like ones with obstackles etc). Here are some screenshots:

http://img9.imageshack.us/img9/2049/tunnel03.th.jpg (http://img9.imageshack.us/my.php?image=tunnel03.jpg)
http://img40.imageshack.us/img40/4566/tunnel02.th.jpg (http://img40.imageshack.us/my.php?image=tunnel02.jpg)
http://img41.imageshack.us/img41/4461/tunnel01.th.jpg (http://img41.imageshack.us/my.php?image=tunnel01.jpg)

I'm going on a holiday so I won't be able to post progress in a week. I will continue coding, but I dont expect to make alot of progress (Hot tents are not a good ingredient for productivity).

See you next week. ;)

dazappa
13-07-2009, 06:11 PM
Full progress and stuffs: http://matt-shaffer.com/blog/
http://imgur.com/V9447l.png (http://imgur.com/V9447.png)
For those of you who are not judges (or are judges too lazy / unable to download the design document), my planned game Sun Defender is going to be a SHMUP, 2d of course.

It'll be built using the following:
FPC + Lazarus
Andorra 2D

It's my first ever pascal game too ;). Check out the blog for an insanely expounded post.

pjpdev
13-07-2009, 06:18 PM
Title: Intel Spooks
Style: Platform
API: Andorra2D

OK, I've given in to the blog thing, http://pjpdev.blogspot.com. Chose blogspot because I was too lazy to configure my own blog on my server ::). But I have to get a move on with development, was way too tired lately. :no: Work sucks...

NecroDOME
13-07-2009, 07:06 PM
Nice to see some real progress :)
Currently I'm working on creating a 3D model over a spline.

jdarling
13-07-2009, 11:54 PM
Wow, people are already getting a ways done. I'm still poking around with my chosen physics engine (APE) and creating an editor for the tables physics. Of course, I'll be releasing everything once its complete (look for a post in your projects). So far, I can edit/load/save basic physics layouts and have them interact. Working on the hard stuff now (complex objects and spring constraints to join basic particles/groups).

WILL
14-07-2009, 02:18 AM
It's great to see some real game making activity on here again guys. :) Keep up the good work!

Can't wait to see how things progress over the next few months.

paul_nicholls
14-07-2009, 04:16 AM
I have updated my blog (http://day-of-destruction.blogspot.com/) again with a new screen shot that has some 2d explosions using OpenGL triangle strips.

I would like to make the explosions look more like this (with nicer shock-wave) though:

http://www.espressosoft.com/images/blog/gamepic9.png

cheers,
Paul

dazappa
14-07-2009, 04:53 AM
I have updated my blog (http://day-of-destruction.blogspot.com/) again with a new screen shot that has some 2d explosions using OpenGL triangle strips.

I would like to make the explosions look more like this (with nicer shock-wave) though:

http://www.espressosoft.com/images/blog/gamepic9.png

cheers,
Paul

You mean something like this?
http://imgur.com/GXXQk.png
I created that particle effect in 30 seconds with Andorra ;). So yeah, I'd recommend looking into particles and if not, then create blueish sprite of the same size of your asteroids and use your current effect on it; probably removing the old asteroid first.

pjpdev
14-07-2009, 05:19 PM
Some great progress around here... Screenshots and the works. I seriously need to get a move on :-[ and get something to show, except for little drawings of ugly spy dudes. LOL :D

Title: Intel Spooks
Progress:
Everything is going smoothly, but slow. Nothing graphical yet, tonight I'm going to give it a little more...

jdarling
14-07-2009, 07:15 PM
Minimal update, having difficulties getting complex objects to load and save. Time to really start thinking about how to manage the tree a bit better.

PS: Anyone doing an 8bit sidescroller or working with SDL might find this interesting (yeah, its a link to my site, but it is working :)) http://eonclash.com/ViewProduct.php?ProductID=29

paul_nicholls
15-07-2009, 01:57 AM
A another <GASP!> update!

http://day-of-destruction.blogspot.com/

cheers,
Paul

paul_nicholls
15-07-2009, 01:59 AM
Some great progress around here... Screenshots and the works. I seriously need to get a move on :-[ and get something to show, except for little drawings of ugly spy dudes. LOL :D

Title: Intel Spooks
Progress:
Everything is going smoothly, but slow. Nothing graphical yet, tonight I'm going to give it a little more...


And what is wrong with ugly spy dude drawings?!? hahaha lol :)

I can't wait to see the spy character in the 'flesh' so to speak ;)
cheers,
Paul

dazappa
15-07-2009, 02:27 AM
A another <GASP!> update!

http://day-of-destruction.blogspot.com/

cheers,
Paul

Already a game over screen? Wow. As for me, I think I'll post updates once every 1-2 weeks; just enough to keep people interested. And I'm probably gonna scratch out going for the arcade ready bonus ;). I think it'd be annoying, unless actually played in an arcade.

paul_nicholls
15-07-2009, 02:53 AM
A another <GASP!> update!

http://day-of-destruction.blogspot.com/

cheers,
Paul

Already a game over screen? Wow. As for me, I think I'll post updates once every 1-2 weeks; just enough to keep people interested. And I'm probably gonna scratch out going for the arcade ready bonus ;). I think it'd be annoying, unless actually played in an arcade.


game over screen? LOL...it was just a test for the larger font! hehe

cheers,
Paul

Legolas
15-07-2009, 07:43 AM
Wow! Looking at your progresses I guess I'm a bit late... :-[
I wasted too much time to make graphics for my game. I have started with the idea to create some raw images and then replace them later on with something better. As a matter of fact, now I have a pretty finished graphics (tiles, sprites, fonts, ...). I have realized that likely I am better in pixel-art than in programming... ;D
By the way, there is some progress in the code too. The coin handling part is finished, as the main game loop and the transition effect between scenes. Some screen shots will follow soon :)

dazappa
15-07-2009, 08:09 AM
Wow! Looking at your progresses I guess I'm a bit late... :-[
I wasted too much time to make graphics for my game. I have started with the idea to create some raw images and then replace them later on with something better. As a matter of fact, now I have a pretty finished graphics (tiles, sprites, fonts, ...). I have realized that likely I am better in pixel-art than in programming... ;D
By the way, there is some progress in the code too. The coin handling part is finished, as the main game loop and the transition effect between scenes. Some screen shots will follow soon :)

Haha, too late? Never. The fun's only just begun. Also, you should know yourself that you didn't waste too much time making graphics... they're more or less the core of the game, and you've still got ~2 1/2 months left. As for my graphics, I don't have a whole lot done ;) Just got the basic outlines for the player & some concept art for enemies.

pjpdev
15-07-2009, 03:35 PM
Some great progress around here... Screenshots and the works. I seriously need to get a move on :-[ and get something to show, except for little drawings of ugly spy dudes. LOL :D

Title: Intel Spooks
Progress:
Everything is going smoothly, but slow. Nothing graphical yet, tonight I'm going to give it a little more...


And what is wrong with ugly spy dude drawings?!? hahaha lol :)

I can't wait to see the spy character in the 'flesh' so to speak ;)
cheers,
Paul


Nothing wrong with 'em... lol I'm gonna work hard to get the drawings in full colour and animation. Then pushing 'em into the game, for starts it'll be some flat colours with no shading.

Time to get back to work on this... Been lazy last night... ::)

Legolas
15-07-2009, 05:51 PM
Just updated my blog (http://sweep-pgd.blogspot.com/2009/07/first-screen-shots.html) with some screen shots. Nothing spectacular, but my work goes on :yes:

paul_nicholls
17-07-2009, 01:44 AM
Just updated my blog again :)

http://day-of-destruction.blogspot.com/

cheers,
Paul

paul_nicholls
17-07-2009, 04:26 AM
As an aside, I am loving the www.unfuddle.com (http://www.unfuddle.com) site I am using to store all my project files on :)

This is the first time I have used SVN for one of my own projects, and it is great! :D

I feel much more secure about the project now :)

PS. I am using one of the free accounts (up to 200mb data, up to 2 people)

cheers,
Paul

Brainer
17-07-2009, 06:57 AM
Yep, we both with Paul've used UnFuddle before, but I'd also recommend using XP-Dev (http://www.xp-dev.com/). ;)

paul_nicholls
18-07-2009, 01:58 AM
Another screenshot update

http://day-of-destruction.blogspot.com/

cheers,
Paul

Traveler
18-07-2009, 12:26 PM
Looking great! Keep it up :)

pjpdev
18-07-2009, 12:40 PM
Just got off from work (how it sucks to work on a saturday) and now I can really put a lot into this. Last night I managed to do some coding on the game, and eventually found myself playing DOOM.

My goal for this weekend... Get the friggin thing running and show some screenies. So its gonna be a mix of System of a Down and Turbo Delphi to get me crackin'.

pjpdev
19-07-2009, 09:21 PM
http://4.bp.blogspot.com/_HCWIPwSWung/SmOKugYMbDI/AAAAAAAAABo/zPPOYZ4pIs4/s320/nocredit.jpg (http://4.bp.blogspot.com/_HCWIPwSWung/SmOKugYMbDI/AAAAAAAAABo/zPPOYZ4pIs4/s1600-h/nocredit.jpg)

Blog updated - http://pjpdev.blogspot.com

Got some screenshots...

noeska
19-07-2009, 09:32 PM
Smooth tile scrolling is not yet working for me. The player sprite goes out of sync with the scrolling of the tiles.

Now i had some code working with textured tiles, so with svg tiles things cannot be that different.

Hmm... Back to the drawing board.

dazappa
20-07-2009, 10:05 AM
Expounded: http://matt-shaffer.com/blog/2009/07/20/sun-defender-progress-2/

http://imgur.com/jixP9.png (http://imgur.com/jixP9.png)

In short: Key config, some basic ship movement (twitchy) + animation, unfinished bullet system. Ship can move diagonally too, and also off the screen. Silly me hasn't prevented that yet.

Ñuño Martínez
20-07-2009, 10:48 AM
Bad, too bad. :no: Last Friday I've discovered that my design for the game engine was awful. Then I had to rewrite it. Fortunately I have an OBJ loader that should do its work. I hope I'll have the basic map-editor's structure today.

I'm actually worried. xx(

Development blog entry (Spanish) (http://neuronaldb.wordpress.com/2009/07/20/avanzando-despacio/)

Traveler
20-07-2009, 02:50 PM
I'm actually worried. xx(


No worries, we believe in you :yes:

NecroDOME
20-07-2009, 05:01 PM
As we are creating a race game I worked on splines to create a track. Current features are:
- 5 hard-coded points
- Smooth curves and banks
http://www.necrosoft.nl/?p=556

pjpdev
20-07-2009, 07:47 PM
Updated my blog - http://pjpdev.blogspot.com

And uploaded a little bit of my entry to my server - http://www.pjpdev.co.za/xtremists/pgdannual/2009/intelspooks.zip

Check it out and tell me what you think...

paul_nicholls
20-07-2009, 10:41 PM
Updated my blog - http://pjpdev.blogspot.com

And uploaded a little bit of my entry to my server - http://www.pjpdev.co.za/xtremists/pgdannual/2009/intelspooks.zip

Check it out and tell me what you think...


Lookin' good bro ;)
It works fine on my AMD64 3GHz 1Gb Ram, Win XP SP2

Are there any keys that do anything yet?

cheers,
Paul

paul_nicholls
21-07-2009, 12:35 AM
Updated my blog - http://pjpdev.blogspot.com

And uploaded a little bit of my entry to my server - http://www.pjpdev.co.za/xtremists/pgdannual/2009/intelspooks.zip

Check it out and tell me what you think...


:D not to be out-done, I have also uploaded an example test of my game you can download :)

See http://day-of-destruction.blogspot.com/ for the details...

cheers,
Paul

paul_nicholls
21-07-2009, 05:25 AM
Updated my blog - http://pjpdev.blogspot.com

And uploaded a little bit of my entry to my server - http://www.pjpdev.co.za/xtremists/pgdannual/2009/intelspooks.zip

Check it out and tell me what you think...


:D not to be out-done, I have also uploaded an example test of my game you can download :)

See http://day-of-destruction.blogspot.com/ for the details...

cheers,
Paul


I have now uploaded a separate .exe file with much improved high score name entry:

http://fpc4gp2x.eonclash.com/downloads/DayOfDestruction.exe

If you haven't already downloaded the program, you need the full .7z file (from blog).

Just replace the exe file with the the updated one.

You can now test entering high score names (up to 10 characters).

The keys are:

Cursor keys up/down/left/right = move cursor
joy stick up/down/left/right = move cursor (untested)
left or right CTRL enters the highlighted character (or does highlighted function - ok, delete).
joy button not working yet for character entry...

backspace key = delete character
Enter (or escape) exits the program

You can also just type in the letters, numbers or space character using the keyboard too instead of selecting and using CTRL key!! ;)

have fun...feedback is much appreciated :)

cheers,
Paul

noeska
21-07-2009, 08:27 PM
Attempt 3 at creating svg tile based scrolling worked. Yesterday it almost worked but it had flaws. Once again throwing away source code and making things simple again made it work.

Now it needs finetuning like glscissor.
Also i need to find a better way to detect the tile that is most covered by the player svg sprite. E.g. it can float above 4 tiles, but what is the tile that is most covered by it? Or should i just check for colision in each of the 4 possible tiles. hmm...

Legolas
21-07-2009, 10:20 PM
I'm trying to squeeze some bytes from video memory now. I have noticed that adding sprites just bitches up the console text on the sub screen >:(
OTOH, the dust-made-rubber-band (:yes:) I have used for the stylus trail works very well :nerd:

noeska
27-07-2009, 06:07 PM
Ok a first pre alpha release has just been released.

If you want to try it out, you do so at your own risk.

Also a first bug is there as scrolling happens way to fast. It was ok in the virtualbox pc, but not on real hardware. So the main loop has to be redesigned.

You can get it at: http://sites.vanderhoning.net/SubMerged at the download section.

jdarling
28-07-2009, 01:56 AM
I spent time tearing down my entire physics engine and then re-writing it from the ground up yet again. This time based completely off of Verlet Integration. So far, I have points, rigid constraints, and spring constraints working fine. Now its time to add in other basic types (rect, line, angular constraints) and then to add in rotation. If I get lucky I'll make the deadline, if nothing else I should have a kick ass start on a good Verlet system LOL.

paul_nicholls
28-07-2009, 02:20 AM
I spent time tearing down my entire physics engine and then re-writing it from the ground up yet again. This time based completely off of Verlet Integration. So far, I have points, rigid constraints, and spring constraints working fine. Now its time to add in other basic types (rect, line, angular constraints) and then to add in rotation. If I get lucky I'll make the deadline, if nothing else I should have a kick ass start on a good Verlet system LOL.


Sounds neat :)

I had done some simple verlet physics stuff myself a while ago; it had points and 'stick' constraints, and an edge contstraint (keeps the points on oneside of a line). I was able to make a verlet rigid shape bounce and roll down a hill ok :)

cheers,
Paul

chronozphere
28-07-2009, 07:04 PM
Haven't been able to make alot of progress because of Holiday's.

I've been to ICC wich stands for "International camp on computers and communication". It's an international camp organized for blind and visually impaired people (I'm partially sighted). It was like: Great people from all over europe, loads of laughter, beer and not enough sleep. ;D Allthough I brought my laptop with me, I really didn't feel like programming at all, because of all the fun things that happened there. Now that i'm home, I really have to get used to everyday life again.

I might make some good progress during the next couple of weeks, because I haven't planned anything yet. So stay tuned. ;)

pjpdev
02-08-2009, 01:03 PM
Haven't made much progress lately. But things will get beack on track now. I've downloaded Windows 7 RC and giving it a whirl, works great so far.

I'm still busy with the level editor, going to push this now.

It's time to get to work on this and play less MMOs. Lol

noeska
02-08-2009, 04:08 PM
The submerged main loop now works as it should. The game now plays at 25fps on every machine. De actual fps display is still dependen on the machine, but does not affect gameplay anymore.
Also i made a starter on some tile graphics.

For those who want to try you can download the pre alpha 2 release at: http://sites.vanderhoning.net/submerged/downloads

paul_nicholls
02-08-2009, 10:34 PM
To be honest, I haven't done any work on my entry this last week - I've been distracted with life and other projects :(

Hopefully this will improve this week :)

cheers,
Paul

NecroDOME
03-08-2009, 07:54 AM
My progress is also going slow. Still struggling with newton car physics and materials.

WILL
07-08-2009, 03:00 PM
So hows everyone doing? I've just been added as a judge so be prepared to be weighed and measured. :scared:

:lol: I look forward to playing all of your games. Better motivation than getting to make your game for the IGF? ;)

Keep at it guys. Past years your results and efforts have been nothing less than amazing. I know that this year will prove the same just keep at it and get through the hard stuff. 8)

pjpdev
07-08-2009, 04:22 PM
I'm slowly hacking away at the coding. Currently rechecking the design for the level system, no major changes though. Once I get the level editor done, implemented the level system and designed the first level then I'll have another screenie to show. Now I'm going to code like hell... :nerd:

paul_nicholls
07-08-2009, 10:33 PM
So hows everyone doing? I've just been added as a judge so be prepared to be weighed and measured. :scared:

Lol...that sound like a quote from "A Knights Tale" - "You have been weighed, you have been measured, and you have been found wanting"

I hope my game isn't found wanting :D hahaha!

That is, if I ever get it to a playable state ;D
cheers,
Paul

chronozphere
13-08-2009, 06:53 PM
It's too quiet here. You guys still in the race? ???

I felt like posting something, just to stir things up a little. ;)

I've been on two holiday's and I didn't feel like programming when I got home. Fortunatly I've got myself started again.

I'm writing some DeleD plugins that will help me to make race-tracks for my game. The game itsself is not there yet, because I'm still finishing the engine. Hopefully I will finish the DeleD plugins this weekend so I can focus on the game itsself.
Here are some screenshots. It shows some geometry that i've been able to generate with my plugins.

http://img22.imageshack.us/img22/4963/pipelinegame01.jpg
http://img10.imageshack.us/img10/3869/pipelinegame02.jpg
http://img11.imageshack.us/img11/996/pipelinegame03.jpg

I'm really looking forward to show you some finished, lightmapped racing tracks. :)

Has anyone got something to show off yet? :P

Traveler
13-08-2009, 07:37 PM
Has anyone got something to show off yet? :P


Indeed! Show us the goods 8)

That sure is looking good chronozphere

paul_nicholls
13-08-2009, 08:48 PM
Very nice chronozphere :)

I haven't got any more pics except the ones I already posted on my blog page...

cheers,
Paul

chronozphere
14-08-2009, 08:22 PM
Here's another one for ya ;)

http://img7.imageshack.us/img7/7518/pipelinegame04.jpg

The track-building tools are almost done. Some issues need to be sorted out, and there is also room for improvement.

Each track segment has alot of parameters, which means that the system is quite flexible. The downside is that it's harder to use because of all the numbers and coordinates. You "could" make crazy racetracks with this, but you'd sure need a calculater haha. :D Especially making the track "close" as a circuit can be a real problem.

Hope I get these tools finished this weekend. :)

pjpdev
14-08-2009, 09:44 PM
Here's something...

http://www.pjpdev.co.za/images/tileedit-001.jpg

This is the level editor for the game... So far things are running smoothly and the level system can be implemented into the game real soon. Read more at http://pjpdev.blogspot.com

chronozphere
14-08-2009, 10:30 PM
Looking good. :) Would like to see more. :yes:

WILL
14-08-2009, 11:28 PM
Screenshots are starting to look pretty interesting. :) Don't be afraid to show off what you guys have, zits and all. ;) I know some of my past stuff has looked pretty basic before.

paul_nicholls
15-08-2009, 10:39 AM
@chronozphere and PJP Dev, looking good guys :)

@PJP Dev:
I did make a level editor program for my 4E entry that I never finished a year or so back...

http://img207.imageshack.us/img207/8770/leveleditorn.png

cheers,
Paul

Ñuño Martínez
20-08-2009, 04:18 PM
I'm late, late, late...

I was out last weeks and this one I lost my time reading mails and forums. I did start with the map editor (and the engine) but it's in a very early state. See yourself:

http://neuronaldb.files.wordpress.com/2009/07/090727.png

You can select a background object and... nothing more. Ah, and I have an OBJ renderer too.

http://neuronaldb.files.wordpress.com/2009/07/090722.png

The other members of the team (Kurraudo, 4graves...) are more productive (http://neuronaldb.wordpress.com/). ::)

Traveler
21-08-2009, 08:23 AM
Nice! :) You've got some familiar graphics there Paul ;)

paul_nicholls
21-08-2009, 08:56 AM
Nice! :) You've got some familiar graphics there Paul ;)



haha! LOL...yeah...

hmmm....I just can't remember where I got them from...not! :D

I did edit some a bit, like the grass topped one, and completely created the ladder + water ones :)

cheers,
Paul

AthenaOfDelphi
21-08-2009, 10:02 AM
I have to say, some of the screenies are looking good, keep up the good work everyone :-)

NecroDOME
21-08-2009, 07:29 PM
Just back from a nice vacation... Next week I start coding again and hope to make fix some some stuff...

chronozphere
21-08-2009, 09:41 PM
I haven't made alot of progress this week. I was mainly chasing some really awefull memoryleaks in my DeleD-plugins. I fixed it today (with help of some guys from NLDelphi.. Thanks again ;) ). Now I can move on with the game itsself. :)

Unfortunatly (for this project), I'll start at university really soon (The introduction week is next week). So, I will have very little spare time. However, I will continue working on this project because I still feel it has lots of potential. ;D

AthenaOfDelphi
22-08-2009, 01:31 AM
Unfortunatly (for this project), I'll start at university really soon (The introduction week is next week). So, I will have very little spare time. However, I will continue working on this project because I still feel it has lots of potential. ;D


I don't believe it... when I was a student, we didn't start working until about 3 weeks before the exams... and well, I did alright... actually scratch that, I quit ;)

I have noticed that not everyone who signed up for the competition has posted screenies... I hope everyone is still competing, as it would be great if we can get a bumper crop of entries for the returning PGD Annual.

noeska
22-08-2009, 09:17 AM
Only one week vacation left and i yet need to get started with it again. The weather is just to nice outside :-) 8) I did however do some tiny things on my underlying framework glvg (http://thuis.vanderhoning.net/svn_glvg .

NecroDOME
22-08-2009, 10:14 AM
No screenies, but I made a little movie to show off my track editor. Off screen there are still things happening that where not captured.

http://www.necrosoft.nl/?p=562

chronozphere
22-08-2009, 11:04 AM
Vid looks cool. ;)

But I cant really understand how you make the track. I understand that it uses splines and bleuprints that are extruded along this spline. But I'd like to know how you can modify this spline in your editor. What kind of spline parameters can you chagen with the mouse?

Looking forward to see the end-result. :)

NecroDOME
22-08-2009, 11:27 AM
You can change to position of a spline-point, the size and the rotation (bank). Than you can add walls and road shapes the shape the track as you like with different materials. That's almost anything you can change as parameter.
Modding a track goes slow as the whole track is rebuild when a point parameter has changed. show you won't see a nice smooth transition in the movie.
To modify a point its simply just click it, than you can drag, rotate and scale it from within the editor controls, and change the shape by editing the properties.

NecroDOME
23-08-2009, 07:58 PM
Update http://www.necrosoft.nl/?p=564

http://www.youtube.com/v/_Ow9fAtyKj0&hl=en&fs=1&

paul_nicholls
23-08-2009, 10:51 PM
Update http://www.necrosoft.nl/?p=564

http://www.youtube.com/v/_Ow9fAtyKj0&hl=en&fs=1&


Wow! awesome!

It is quite hard to see when the corners are coming though :D

cheers,
Paul

NecroDOME
24-08-2009, 07:58 AM
The track is was unlit. With lights it's much better visible. Still we need to add scenery such as lights-n-stuff

pjpdev
24-08-2009, 06:36 PM
Update http://www.necrosoft.nl/?p=564

http://www.youtube.com/v/_Ow9fAtyKj0&hl=en&fs=1&


Great work... But I think the engine popped in the end. LOL

NecroDOME
24-08-2009, 07:46 PM
Yeah it's not bug-free, still a lot has to be done.

noeska
24-08-2009, 09:12 PM
Not a screenshot from submerged, but one from glvg the graphics libary it uses:

http://www.noeska.net/images/glvggrad.jpg

I finaly got the circular gradient working. ;D

PS this is running with xp on a virtualbox pc.

chronozphere
28-08-2009, 03:02 PM
Unfortunatly (for this project), I'll start at university really soon (The introduction week is next week). So, I will have very little spare time. However, I will continue working on this project because I still feel it has lots of potential. ;D


I don't believe it... when I was a student, we didn't start working until about 3 weeks before the exams... and well, I did alright... actually scratch that, I quit ;)

I have noticed that not everyone who signed up for the competition has posted screenies... I hope everyone is still competing, as it would be great if we can get a bumper crop of entries for the returning PGD Annual.



Ah ok... Well, I'm visually impaired so everything is more time- and energy consuming. Fortunatly, I just finished my intro-week, Made some friends and started to adapt to this new lifestyle that is called "studying" haha. ;)

I hope to make a little bit of progress this weekend. :)

WILL
02-09-2009, 02:58 AM
Last month of development folks! :) Keep working away!!!

How about a few snapshots of current states? Don't be shy we're all programmers here, show us what you've got, zits 'n all! ;)

Nice video Michiel. :)

paul_nicholls
02-09-2009, 04:08 AM
Last month of development folks! :) Keep working away!!!

How about a few snapshots of current states? Don't be shy we're all programmers here, show us what you've got, zits 'n all! ;)

Nice video Michiel. :)


Thanks for the nudge WILL! LOL ;)

I really need to get back into my entry - it isn't even playable yet :(

cheers,
Paul

NecroDOME
02-09-2009, 07:34 AM
Thanx Jason :)

I'm currenly working on the game logic. Loading a track, put AI pionts so the AI can just follow it all, add checkpoints etc.

Still a lot of work to do...

chronozphere
02-09-2009, 08:18 PM
No progress here, i'm afraid. :no:

I just started at university and I really have to adjust because my old school and life were very different in every way. My life has just turned upside down, so to speak. Therefore It's really hard to concentrate on anything besides studying, travelling and all those new people.

There is still alot of work to do. I have finished the DeleD plugins that help me making race-tracks, but the game-application itsself is not there yet. Actually I'm still working on engine-code which is really bad because the deadline is not very far away now. To be realistic, there is a big chance that I will not be able to finish my entry on time. :'(

I will try though. If I don't finish it on time, I will finish it sooner or later.
I'm actually a bit sad about this because I waited very long for the opportunity to join PGD annual.

I just really hope that the other entries make it to the end. Hopefully, I will be able to do the same. ;)

Ñuño Martínez
03-09-2009, 01:31 PM
I was forced to drop all 3D stuff from the project. That means to rewrite almost everything from scratch again. I hope we have a simple demo for the conquest. :(

The problem is that Allegro.pas doesn't support OpenGL so I tried to do it by software. Unfortunately it seems there are problems with some internal data tables from Allegro that are twisted by Free Pascal (or may be I forgot to call something on the initialization, but the Allegro developer team said everything is right) so the software 3D stuff doesn't work correctly. I should to add a lot of workarounds and lately it becomes an actual nightmare.

pjpdev
03-09-2009, 03:52 PM
I had to drop the level editor for my project, now I'm going to use text files to represent levels. Hope I get it all finished before the closing date... Got a new distraction recently, and it's not a game or my job... ::)

Traveler
03-09-2009, 08:02 PM
What's her name? ;)

NecroDOME
09-09-2009, 07:20 AM
To be on topic: I made some progress yesterday evening. I started working on the AI. No rocket science, but it does the job.
So far AI cars drive straight forward, when the hit anything and stand still for some very short piriode of time, they reverse, turn and go forward again.

Next step to do is create control points on the track that the AI needs to follow.

paul_nicholls
10-09-2009, 12:43 AM
OMG!...I have a progress update for Day Of Destruction! :D

http://day-of-destruction.blogspot.com/

cheers,
Paul

NecroDOME
10-09-2009, 07:16 AM
Thats a lot of particles :) looks nice.

Small update from my side: I have AI working. They drive around the track. I also build-in some randomness so not every car drives the exact same path.

I will provide a small movie soon!

NecroDOME
10-09-2009, 08:08 PM
As I promised: a movie! More detailed info can be found on my site: http://www.necrosoft.nl/?p=568

http://www.youtube.com/v/XpBcvTb5tGM&hl=en&fs=1&

AthenaOfDelphi
12-09-2009, 03:52 PM
Just a gentle reminder (as if you need it) ;D

We're in the closing stages of the competition, with just two weeks to go before the final deadline.

I've enjoyed looking at the screenies and vids that have been posted so far, so if you've not posted yet... lets see them.

And with that... I'd just like to wish everyone who is competing, the best of luck.

WILL
12-09-2009, 04:41 PM
Good luck guys! What I've seen so far has been pretty nice so keep it up till the end and lets have a great finish to this year's competition. 8)

Also as a little heads up if you do make the top 3, your game will end up with a sizable space within the next Pascal Gamer Magazine as part of the 2009 PGD Annual feature section. So fame and fortune could be yours.

pjpdev
12-09-2009, 07:34 PM
Well I still have a lot to do, so I'm gonna give it my best! Which means... forget about playing games, youtube, girls, booze and sheer laziness. :D

I'm also gonna finish the project in Linux, luckily I've used FPC with JEDI-SDL. And the multiple desktops just helps a lot for multi tasking.

EDIT: Or maybe I can still make time for the chics... lol

Traveler
12-09-2009, 09:15 PM
Mind you that your entry needs to be able to run on specs entered by the judges. If we can't run it we can't judge it ;)

Good luck in these last few weeks!

pjpdev
12-09-2009, 09:34 PM
Mind you that your entry needs to be able to run on specs entered by the judges. If we can't run it we can't judge it ;)

Good luck in these last few weeks!


I'm just using linux for the development, since I have a comfortable development environment set up in it. When I'm done I'm gonna compile the game for windows. I'm not using any OS dependent routines, so I won't have any problems there. ;D

chronozphere
13-09-2009, 10:24 PM
I've some sad news. I'll not make it to the deadline. :'(
I haven't made any progress for more than three weeks (which kills a project, because its hard to get started again). It's all because I just started at university. I have to travel about 18 hours a week. I also have to read and prepare for the lectures etc..., so there is very little free time. I'm planning to finish this project, but there is no way I can finish it before the deadline.

Legolas
13-09-2009, 10:52 PM
I've some sad news. I'll not make it to the deadline. :'(
I haven't made any progress for more than three weeks (which kills a project, because its hard to get started again). It's all because I just started at university. I have to travel about 18 hours a week. I also have to read and prepare for the lectures etc..., so there is very little free time. I'm planning to finish this project, but there is no way I can finish it before the deadline.


You are not alone, my friend :(
No free time, no progress, nothing... I'm in the middle of the preparations for my wedding :-[ and I have started working to renovate my future house, so my spare time is lowered to zero.
I hope I'll get something playable for the deadline, but really I'm afraid I can't.

paul_nicholls
14-09-2009, 12:01 AM
@chronozphere: bummer dude :( I do hope university goes well for you though, and I wish you luck with completing your game at a later time.

@Legolas: bummer to you as well, but mega congratulations on your upcoming wedding chief! :)

I am too really struggling to get my game finished by the deadline too - it is looking very much like I won't make it either! :'(

My work and home life have dug deep into my free time and I have only done a bit of the particles stuff this last few days - nothing else in around a month! :(

I have been severely sleep-deprived the last few weeks as well due to my lovely children waking us up through the night ;)

Good luck to all and happy coding - I hope SOME of us make it to the compo deadline :)

cheers,
Paul

chronozphere
14-09-2009, 06:28 AM
I hope most of us will make it to the deadline. :) Otherwise the PGD annual is just a matter of "survival" and the judges wouldn't have a job. If it appears that too many of us have too little time to work on our entries, I'd suggest to postpone the deadline a few weeks. Maybe? ???

paul_nicholls
14-09-2009, 06:57 AM
Oh oh...another update ;)

http://day-of-destruction.blogspot.com/

cheers,
Paul

NecroDOME
14-09-2009, 07:19 AM
Postpone would be a good idea. I also would like to have more time.
Coming 2 weeks I have a lot to do besides work on our PGD entry.

Ñuño Martínez
15-09-2009, 02:45 PM
We're out. :'(

NecroDOME
15-09-2009, 03:11 PM
@?ëu?±o Mart??nez: Why..? It's bad to see ppl abandon the compo just before the end :( :( :( .

Ñuño Martínez
15-09-2009, 03:19 PM
@&#209;u&#241;o Mart&#237;nez: Why..? It's bad to see ppl abandon the compo just before the end :( :( :( .
A lot of problems including a bad planification by myself: initially we want to use a 3D environment but the library I decided to use wasn't the best option so we decided to move to 2D. I haven't even a simple map editor (right now you can only edit the "map entities palette"). In less than two weeks I can't finish the simplest game engine. :(

Also we have a problem with our "production designer" who said he will draft characters and levels but actually he didn't almost nothing so the animator can't create the characters, weapons and other stuff.

By the way, I'll still working on the editor and the tilemap renderer, may be an engine. I would use it in the future.

NecroDOME
15-09-2009, 03:33 PM
Team problems... :( I also have them. I'm also not getting everything in place, but I hope to have a working game.
I also dropped network support and online scores.

AthenaOfDelphi
15-09-2009, 03:52 PM
We, the admins, have pretty much agreed an extension, so DON'T WITHDRAW!!!

chronozphere
15-09-2009, 05:09 PM
Cool.. Some extra time would be totally awesome. :)

I'm still not sure if I can make it though. But there is some good news: Today I started putting some things on paper (more detailed design for the game application itsself). Maybe I'll be able to do some programming this week. :)

Traveler
15-09-2009, 08:52 PM
Hi Guys,

As Athena said we have decided to extend the competition. With no less than two whole months! The new deadline is now November 29th 2009! For your convenience, that is on a Sunday :)

Anyway, I would like to add that this is the final deadline, so make the best out of that time. Additionally, here are a few pointers that may or may not help you with the development.


Make sure you plan your remaining work carefully. Make a list of points you still need to do and add hours to those points. This way you know how much work is still ahead of you. Make sure your list is complete and stick to it. Don't go adding new features and nice-to-haves, unless your game is nearing completion. And even then, second guess each feature.


Do not bother with custommade editors, they take up a lot of time and are not subject of our judging. If you need levels think up some other way of putting them in your game. Hardcode them in, use a textfile whatever. This is not a beauty contest to see who has the best coded game.



Carefully consider if feature xxxx is really necessary. Don't go overboard with something trivial that's taking 20% of the available time and adds next to nothing to the game.



Use existing code. Don't go reinventing the wheel. There are quite a few wrappers available that include things like Gui's, sound handling etc. Do not spend two weeks on a menu if you can get the code for free in say PhoenixLib.





Same goes for graphics. While you do get points for graphics, graphics should be way down in your priority list! I know firsthand that graphics take by far the longest to do. Always use temporary graphics and near the end if your game is done and you have time available replace them with something better. There are plenty of free resources available on the internet.



Try to maintain a consistent schedule. I find that if I do not keep working on something it gets harder to come back to it. Plan your time, for example, commit yourself to work on your game each Friday evening and the entire Sunday and save the other days for something else.



Put your work here on PGD. Let people see what you're doing and get some feedback. It fuels your motivation.



Try to have your game ready a week before the deadline and playtest the hell out of it (preferably by someone else). You'll find (get) enough bugs and other issues that'll keep you busy to the end of the deadline.



Nowhere does it say that you can't let us (the judges) test your game to see if it works or not. Don't make the mistake of assuming that it does only to find out that it wont run, because of some missing file!



That's it for now, good luck! :)

NecroDOME
15-09-2009, 09:07 PM
Damn that's a lot of time, but it really comes handy now as I don't have much time comming 2 weeks :)

chronozphere
15-09-2009, 09:12 PM
Two whole month's. That's way more than i could've hoped for. :D

I had allready given up the hope, but this will give me the opportunity to finish this in time. Thanks guys. ;)

AthenaOfDelphi
15-09-2009, 09:30 PM
I think for me, part of the motivation to change the deadline is to ensure we have some good games at the end of it, after all, the PGD Annual is a good showcase of what we can do with Pascal and of course the winning entry will be sponsored to enter the IGF, so we want something good to show off there too.

We also have some nice prizes so I'd like to see entries that are worthy of winning those prizes, and a bunch of withdrawals or unfinished games are hardly that.

So... crack on, read Travelers advice, as he said... good planning and management can make all the difference. At the very least, as Traveler suggested, post some screenies, allow people to test and make yourself a to-do list, watching items get crossed off that list can be great motivation as it really does give you a light at the end of the tunnel.

The only thing I'll add to what Traveler said about getting the judges to run your games... you need to pay particular attention to making your game easy to install and setup as we do have one or two judges that are not developers... they are representatives of some of our sponsors and two of them do not frequent PGD. So, if you need a full test by all the judges, post your request in the relevant thread and drop me a PM. I can then forward your request to them.

Good luck ;D

paul_nicholls
19-09-2009, 05:56 AM
I think for me, part of the motivation to change the deadline is to ensure we have some good games at the end of it, after all, the PGD Annual is a good showcase of what we can do with Pascal and of course the winning entry will be sponsored to enter the IGF, so we want something good to show off there too.

We also have some nice prizes so I'd like to see entries that are worthy of winning those prizes, and a bunch of withdrawals or unfinished games are hardly that.

So... crack on, read Travelers advice, as he said... good planning and management can make all the difference. At the very least, as Traveler suggested, post some screenies, allow people to test and make yourself a to-do list, watching items get crossed off that list can be great motivation as it really does give you a light at the end of the tunnel.

The only thing I'll add to what Traveler said about getting the judges to run your games... you need to pay particular attention to making your game easy to install and setup as we do have one or two judges that are not developers... they are representatives of some of our sponsors and two of them do not frequent PGD. So, if you need a full test by all the judges, post your request in the relevant thread and drop me a PM. I can then forward your request to them.

Good luck ;D


Thanks so much Athena and Traveler for the time extension!

BTW, I now have another update:

http://day-of-destruction.blogspot.com/

cheers,
Paul

paul_nicholls
21-09-2009, 06:02 AM
I have another update for Day Of Destruction! :)
http://day-of-destruction.blogspot.com/

cheers,
Paul

NecroDOME
21-09-2009, 07:13 AM
Keep up the good work!!

paul_nicholls
21-09-2009, 10:39 AM
Keep up the good work!!


Thanks for the kind words chief :)

You too!

cheers,
Paul

NecroDOME
21-09-2009, 10:48 AM
Still not a lot of progress on other competitors to see here... Even with the deadline extended...

Last weekend I implement some gameplay-stuff (respawn of a car when it's out of the track or stuck) and a graphics update: reflection via sphere mapping.

This week I don't have much time. Still a lot of other "planning" things to do :( .

AthenaOfDelphi
21-09-2009, 11:06 AM
Still not a lot of progress on other competitors to see here... Even with the deadline extended...


I agree... could we possibly get a role call (and quick screenie) from everyone who is competing. We had a lot of people signup and submit design documents, so how are you guys getting on?

Post some screenies, get some support from everyone (including the other competitors) :-) Get peeps to test for you, get some performance details from people to help you optimise etc.

Ñuño Martínez
21-09-2009, 02:47 PM
Right now I'm re-thinking about our last decision. I was chatting with the musician, the one who was more motivated, and may be we'll try with a very different project, less ambitious. Not sure if we'll re-join the conquest yet, but I'll think about it. ::)

chronozphere
21-09-2009, 09:36 PM
I'd be happy to post a screenie, but first I need to resolve this problem. :)

http://www.pascalgamedevelopment.com/forum/index.php?topic=5950.0

Haven't made alot of progress though... Still quite busy. But I'm sure I'll have "some" time, this week. :)

WILL
22-09-2009, 01:28 AM
Maybe you should try an email announcement for all competitors who have registered. This will make sure the word gets out to all that don't check these forums.

paul_nicholls
22-09-2009, 03:34 AM
Here is a slightly updated screenshot with a changed energy and damage bars, and a much nicer earth graphic...

http://img180.imageshack.us/img180/9671/screenshott.th.png (http://img180.imageshack.us/i/screenshott.png/)

cheers,
Paul

chronozphere
22-09-2009, 09:05 AM
This is my screenshot. You can allready see the tunnel, some particles and fonts working.

http://img9.imageshack.us/img9/6977/pipelinegame10.jpg

Still alot of work to do.

NecroDOME
22-09-2009, 09:10 AM
Nice work Chrono :)

chronozphere
22-09-2009, 07:13 PM
I've made some progress today. Got rid of some redundant code and I've rewritten the particle render code. Next step is to implement "game states".

Another screenie (nothing new though). :)

http://img136.imageshack.us/img136/928/pipelinegame11.th.jpg (http://img136.imageshack.us/i/pipelinegame11.jpg/)

paul_nicholls
22-09-2009, 08:39 PM
I've made some progress today. Got rid of some redundant code and I've rewritten the particle render code. Next step is to implement "game states".

Another screenie (nothing new though). :)

http://img136.imageshack.us/img136/928/pipelinegame11.th.jpg (http://img136.imageshack.us/i/pipelinegame11.jpg/)


Lookin' good chief :)

cheers,
Paul

WILL
22-09-2009, 09:29 PM
It's pretty exciting to see all these visual changes and additions to your games. :) Keep it up guys. I'm getting excited to be having to play all these come end of November. BTW The competition ends 1 day after my 30th birthday. lol

paul_nicholls
22-09-2009, 10:29 PM
It's pretty exciting to see all these visual changes and additions to your games. :) Keep it up guys. I'm getting excited to be having to play all these come end of November. BTW The competition ends 1 day after my 30th birthday. lol


:D late birthday present for you WILL! haha :)

cheers,
Paul

NecroDOME
23-09-2009, 07:16 AM
@WILL, It you just said your b-day would be on the competition end-date, we would believe it also :)

@Chrono: Nice work again!!

Yesterday I received a music file form our musician. Now I need to implement music playback in my engine.
For the rest I also have some gameplay elements in place:
- Check point detection/chase.
- Re spawn if your stuck or fly out of the track or land on your roof (yes, it sometimes happen :) ).
- Countdown 3..2..1..GO! with visual numbers and sound before the race starts.
- Graphic enhancements: reflections (http://www.necrosoft.nl/?p=596)

Stoney
24-09-2009, 12:51 AM
I wanted to post a screenshot earlier, but I'm extremely busy with some other projects right now. So I'm extremely grateful for the deadline extension.

Here is the first screenshot of my game:
http://www.freeze-dev.de/images/pgd09_tutorial_thumb.jpg (http://www.freeze-dev.de/images/pgd09_tutorial.jpg)
(Click to enlarge)

I'm trying a different graphic style for this competition, I draw the graphics myself on paper, then scan and edit them with GIMP.
The screenshot shows the first level (tutorial level). I don't have all the graphics finished but as soon as I have I'll post another screenshot or maybe a little demo.

Btw: The game supports an anaglyph effect, so if you have one of those 3D glasses it looks way cooler :)

chronozphere
24-09-2009, 06:38 AM
@Stoney: Haha.. Nice idea to use ordiary drawings as game art. :D
Keep it up!

@NecroDOME: Those reflections look awesome. I'm anxious to play that game. :)

NecroDOME
24-09-2009, 08:43 AM
@Stoney: Awsome graphics!! It reminds me of the game "crayon physics" (http://www.crayonphysics.com/). Also fun to see your going for the "3D depth look".
Maybe a tip: put a paper-texture in the background so it looks like its drawn on a piece of paper :) .
(btw: which API's you use??)

AthenaOfDelphi
24-09-2009, 09:08 AM
Looking good everyone ;D

Keep it up guys

paul_nicholls
26-09-2009, 04:33 AM
Update time! ;D

http://day-of-destruction.blogspot.com/

cheers,
Paul

chronozphere
26-09-2009, 09:20 PM
Good news: I implemented game states and menu functionality. :)

Bad news: I can't render fullscreen anymore. I've been trying to figure this out for two hours without any succes. It has to do with the WS_POPUP flag passed to CreateWindowEx(). If I don't pass it, everything renders, but the window doesn't totally cover the screen. If I pass it, the window covers the screen but I can't render anything. Only the ClearColor is visible. :'( I'm really frustrated right now!

paul_nicholls
26-09-2009, 11:20 PM
Good news: I implemented game states and menu functionality. :)

Bad news: I can't render fullscreen anymore. I've been trying to figure this out for two hours without any succes. It has to do with the WS_POPUP flag passed to CreateWindowEx(). If I don't pass it, everything renders, but the window doesn't totally cover the screen. If I pass it, the window covers the screen but I can't render anything. Only the ClearColor is visible. :'( I'm really frustrated right now!


Nice to hear about the menus and game states being added...very handy ;)

With regards to the CreateWindowEx() and fullscreen stuff, perhaps the NeHe Delphi OpenGl base code can help you if you study it.

Especially look in the NeHeGL.pas file...it handles fullscreen (including changing the desktop resolution to match) or window mode nicely :)

http://nehe.gamedev.net/counter.asp?file=files/basecode/nehegl_delphi.zip

cheers,
Paul

chronozphere
27-09-2009, 03:46 PM
I've just fixed it. :D For some reason, sending WS_POPUP to CreateWindowEx() doesn't invoke a WM_SIZE message. Therefore viewport-initialization code wasn't executed which resulted in a glViewport(0, 0, 0, 0) call. That's the reason I couldn't render anything.

I can continue with the fun stuff now. ;D

Stoney
29-09-2009, 12:08 AM
Maybe a tip: put a paper-texture in the background so it looks like its drawn on a piece of paper :) .
(btw: which API's you use??)


I'll try your tip with the paper texture and post a new screenshot soon. :)
I'm using my self-developed Elysion Frameworks (http://sourceforge.net/projects/elysionsdl/), which basically just wraps some functions from SDL, SDL_image, SDL_ttf, SDL_mixer and SDL_gfx and provides an object-oriented interface.

chronozphere
03-10-2009, 11:00 PM
Little Little update. :)

This is my first attempt to texture a piece of race track.

http://img15.imageshack.us/img15/981/pipelinegame12.jpg
http://img17.imageshack.us/img17/4620/pipelinegame13.jpg
http://img17.imageshack.us/img17/4952/pipelinegame14.jpg

I'm still working on the code. I'm also studying (exams pfff) so I have very limited time. Hope to implement track rendering within a week. :)

paul_nicholls
04-10-2009, 12:20 AM
Very nice :)
cheers,
Paul

NecroDOME
04-10-2009, 09:32 AM
Nice screenies!!

pjpdev
04-10-2009, 08:45 PM
I made absolutely no progress this weekend. Enjoyed the outside life a little, away from technology and stuff. But now it's back to work.

paul_nicholls
04-10-2009, 09:40 PM
I made absolutely no progress this weekend. Enjoyed the outside life a little, away from technology and stuff. But now it's back to work.


Join the club...LOL!

I didn't do any of my game this weekend either :)
I had no weekend last week (unpaid over time sat and sun) so I relaxed as much as I could and caught up on some TV, looked after the children, etc. :)

cheers,
Paul

paul_nicholls
06-10-2009, 03:50 AM
I have done more progress on the game, and I now have a website (hosted by people in signature), which has a page dedicated to Day Of Destruction!:

http://paulsbitsandbytes.webatu.com/1_6_Day-Of-Destruction-.html

The site is a work in progress, but you can now download a playable version of the game as well.

PLEASE give me feedback :)

if the judges could try the game too, that would be great so I can know if it works on their machines...

cheers,
Paul

chronozphere
06-10-2009, 07:23 AM
Hey.. It's good to see you have a playable version. :) Graphics are really nice. 8)

One problem I had is that I had no clue how to control the thing (what keys to press). When I figured out that C was for Credit (makes sense ;)) and Ctrl was to start the game, It seemed that my weapon was totally ineffective against those astroids. There are alot of them approaching slowly, but the range of the weapon is a little small and sometimes it doesn't seem to fire (no ammo?)

Maybe it would be good to make a readme file containing the controls and some other usefull gameplay information. Apart from that, it's a nice game. Keep up the good work! :)

paul_nicholls
06-10-2009, 09:04 AM
Hey.. It's good to see you have a playable version. :) Graphics are really nice. 8)

One problem I had is that I had no clue how to control the thing (what keys to press). When I figured out that C was for Credit (makes sense ;)) and Ctrl was to start the game, It seemed that my weapon was totally ineffective against those astroids. There are alot of them approaching slowly, but the range of the weapon is a little small and sometimes it doesn't seem to fire (no ammo?)

Maybe it would be good to make a readme file containing the controls and some other usefull gameplay information. Apart from that, it's a nice game. Keep up the good work! :)



Hi chrono, I had actually put instructions down on my new site LOL :D

I will make a help or readme to go with the game :)

To start a game, it was 'c' for credits, and '1' for single-player game...

left-mouse does normal blast.
right-mouse does singularity blast (limit 1 at any time).

Each blast uses up a chunk of your energy bar, but it regenerates over time (and gets a bonus 10 normal blasts back every 500 points).

I admit, sometimes the energy blasts when moving are a little hard to see before they explode...I might put in a trail or something, or even perhaps a line like in missile command :D

For some reason, the smallest asteroids (white) are very hard to hit...I might have to check/change my collision routines...

The range of the weapons are only limited by the client area of the view port, ie. the whole screen.

Thanks for the kind words too :)

I am looking forward to being able to play your game, even if it will take a while due to your studies...

cheers,
Paul

paul_nicholls
06-10-2009, 11:29 PM
I have another update:

http://day-of-destruction.blogspot.com/

PS. At anytime, you can go here to see the best top-10 high-scores for Day Of Destruction! :)

http://paulsbitsandbytes.webatu.com/dodscores.php

cheers,
Paul

NecroDOME
07-10-2009, 07:24 AM
Hi Paul, Nice to see high scores are working. I see you are nr.1 at the moment \o/ :D

Reminds me also that I need to still fix that.

paul_nicholls
07-10-2009, 10:40 AM
Hi Paul, Nice to see high scores are working. I see you are nr.1 at the moment \o/ :D

Reminds me also that I need to still fix that.


LOL...well I thought some bonus points won't hurt me in the compo! ;)

Besides, online high-score tables are way cool too!! haha

cheers,
Paul

chronozphere
08-10-2009, 03:38 PM
Today, I made a better texture and use it to create my first complete race-track.
Enjoy. :)

http://img202.imageshack.us/img202/4470/pipelinegame15.jpg
http://img202.imageshack.us/img202/8996/pipelinegame16.jpg
http://img117.imageshack.us/img117/5706/pipelinegame17.jpg

This weekend I'm going to try to load this thing into the game and have my camera fly through it. ;)

paul_nicholls
08-10-2009, 07:34 PM
Very nice!

cheers,
Paul

paul_nicholls
08-10-2009, 10:10 PM
Just in case it helps someone else here, I was talking to the owner of this trance style music site and got permission to use a couple of his music tracks (nebula one - .OGG format) in my competition game for free (non-exclusive tracks only).

promition url for use in game
http://soundtrack.imphenzia.com

direct url to music
http://www.imphenzia.com/soundtrack/music.php

This is on the proviso that my game stays free, and that I promote his site from my game and website, which I am happy to do :)

If I ever sell my game (only if it gets good enough...not expecting it to), I will have to pay him for the two tracks, which is fair enough ;D

If you send him a message, and explain that you are doing the competition, he might let you use some music in your games under the same conditions...

Just say I sent you ;)

cheers,
Paul

paul_nicholls
09-10-2009, 01:01 AM
Hi all, there is a problem with the latest game file I uploaded for some reason:

http://fpc4gp2x.eonclash.com/downloads/DOD.7z

it gives an access violation when the game is run...seems like a missing file...

Anyway I have now changed my sound/music system to use SDL_Mixer, and I have incorporated the two background music files into my game, so after I include the two .OGG files into my .exe instead of being separate (to protect them as I should), I will upload another version.

Sorry about that :(

EDIT: I have fixed the missing file issue, so go ahead and try the game out if you could (no music in this version, but still...)

cheers,
Paul

chronozphere
09-10-2009, 06:27 AM
Those soundtracks are awesome. ;) I'm considering to use existing soundtracks (will ask permission). On the other hand, I have a MIDI-keyboard and Reason 4 here, so I could try to make my own. It'll probably take quite some time to make something nice. Still not sure what to do. ???

chronozphere
11-10-2009, 02:54 PM
I've managed to load a lightmapped racetrack into my engine. All the mathy meta-data is loaded aswell, so I can now let my camera fly through the tunnel. I've got a basic menu working. :)

http://img7.imageshack.us/img7/1892/pipelinegame18.th.jpg (http://img7.imageshack.us/i/pipelinegame18.jpg/)

However, It bothers me that I don't have ANY gameplay working yet. When I'm done with my exams I really have to work hard to make that deadline. :o

P.S: I feel like me, paul and NecroDOME are the only ones posting updates. I want to see other entries too. :)

AthenaOfDelphi
11-10-2009, 03:52 PM
P.S: I feel like me, paul and NecroDOME are the only ones posting updates. I want to see other entries too. :)


I'd like to see oher entires too... I'd hate to think that only the three teams are going to submit a final entry.

pjpdev
11-10-2009, 04:17 PM
I've managed to load a lightmapped racetrack into my engine. All the mathy meta-data is loaded aswell, so I can now let my camera fly through the tunnel. I've got a basic menu working. :)

http://img7.imageshack.us/img7/1892/pipelinegame18.th.jpg (http://img7.imageshack.us/i/pipelinegame18.jpg/)

However, It bothers me that I don't have ANY gameplay working yet. When I'm done with my exams I really have to work hard to make that deadline. :o

P.S: I feel like me, paul and NecroDOME are the only ones posting updates. I want to see other entries too. :)


Looks great.

Lately I've been a bit busy with other stuff, like trying to apply for studies next year. But I've done a bit of content creation for my entry as well. Luckily now I have the time again to work full-time on my entry, including fixing all the dumb mistakes I made again. ::)

paul_nicholls
11-10-2009, 09:53 PM
I've managed to load a lightmapped racetrack into my engine. All the mathy meta-data is loaded aswell, so I can now let my camera fly through the tunnel. I've got a basic menu working. :)

http://img7.imageshack.us/img7/1892/pipelinegame18.th.jpg (http://img7.imageshack.us/i/pipelinegame18.jpg/)

However, It bothers me that I don't have ANY gameplay working yet. When I'm done with my exams I really have to work hard to make that deadline. :o

Looking good chief :)


P.S: I feel like me, paul and NecroDOME are the only ones posting updates. I want to see other entries too. :)


I agree, it would be nice to see some more entries from more of the contestants :)

cheers,
Paul

pjpdev
12-10-2009, 08:08 PM
I have a little update again - http://pjpdev.blogspot.com

It's not much, just got the most important part of the level parser sorted (after fixing a few stupid mistakes) ::)

http://4.bp.blogspot.com/_HCWIPwSWung/StOMIPli8YI/AAAAAAAAACA/54iDwWvaue0/s320/Screenshot-Intel+Spooks-1.png (http://4.bp.blogspot.com/_HCWIPwSWung/StOMIPli8YI/AAAAAAAAACA/54iDwWvaue0/s1600-h/Screenshot-Intel+Spooks-1.png)

EDIT: The level file:
# = Platform Block
+ = Blank Space



#+++############
++++++++++++++++
++++++++++++++++
########++++++++
++++++++++++++++
++++++++++######
++++++++++++++++
+++##########+++
++++++++++++++++
###++++++++++###
++++++++++++++++
################

NecroDOME
12-10-2009, 09:01 PM
I added a new vehicle model. It's net yet finished, but it looks like car.

http://www.necrosoft.nl/?p=608

chronozphere
12-10-2009, 09:52 PM
Nice, Nice... Keep on working and show it to us 8)

paul_nicholls
12-10-2009, 10:02 PM
@PJP Dev: Nice :) I was making levels like that for a game a couple of years back now...much easier/quicker than doing a full blown editor ;)

@NecroDOME: sweet ride! where can I get one? :D

cheers,
Paul

paul_nicholls
14-10-2009, 01:11 AM
Update...update...update! LOL

http://day-of-destruction.blogspot.com/

cheers,
Paul

chronozphere
18-10-2009, 05:36 PM
I've just uploaded a little movie showing what my game is going to look like. There is a camera moving pretty fast through the tunnel and there is menu functionality.
Enjoy! 8)

http://www.youtube.com/watch?v=jC7ZvL0FVB0

noeska
18-10-2009, 06:59 PM
How do you make such an movie? What tools are needed?

Traveler
18-10-2009, 07:32 PM
There are several ways to do this. Fraps was used in this case. Camstudio can be an alternative. We've had a couple threads about this question in the past.

Nice movie btw!

paul_nicholls
18-10-2009, 07:34 PM
I've just uploaded a little movie showing what my game is going to look like. There is a camera moving pretty fast through the tunnel and there is menu functionality.
Enjoy! 8)

http://www.youtube.com/watch?v=jC7ZvL0FVB0


Very nice indeed! I am looking forward to playing this :)

cheers,
Paul

paul_nicholls
18-10-2009, 11:46 PM
I have uploaded a new version of Day Of Destruction!

http://fpc4gp2x.eonclash.com/downloads/DOD.7z

I have reconfigured the control inputs via ini file stuff, and have updated the documentation help file (now is a pdf file).

Most actions in the game can be controlled via multiple input types (keyboard, joystick, mouse - configurable via the ini file) ;D

You can now control the complete game (except for exiting) via joystick or mouse only :)

You can now use the joystick/mouse to add credits, start a game, play the game, and enter high scores!

The joystick movement might need some work still though - I might need to change to using a thread to poll SDL joystick movement ;)

Enjoy, and feedback would be most welcome :)

cheers,
Paul

chronozphere
19-10-2009, 06:31 AM
The first time, I ran it from the ZIP and it crashed (Should never do that, but sometimes it works ??? )

I had some trouble remembering what the controls were. "1" to start the game is not very inuitive IMHO. Allthough a readmy helps, It would be more awesome to have a little peice of text somewhere: "Press 1 to start" :)

I played it a couple of times and noticed how I could survive for just 30 seconds. There is an awefull number of astroids and they just keep splitting and splitting instead of disappearing (Rraargh >:( :D). I end up having 20 really tiny astroids very near the earth and bigger ones comming in. There is just no way to kill them.

It would be nice to have less astroids but more interesting astroid trajectories. For example, you could make them enter an orbit and slowly spiral towards the earth (while accellerating). It would also be great If there was a weapon to eliminate all those tiny astro's near the earth. Something that sends out a shockwave, destroying all astroids within a certain range. :)

It looks very nice paul. Keep it up. You allready have some credits for creating "the first playable PGD2009 entry". :P

paul_nicholls
19-10-2009, 12:10 PM
The first time, I ran it from the ZIP and it crashed (Should never do that, but sometimes it works ??? )

I had some trouble remembering what the controls were. "1" to start the game is not very inuitive IMHO. Allthough a readmy helps, It would be more awesome to have a little peice of text somewhere: "Press 1 to start" :)

I played it a couple of times and noticed how I could survive for just 30 seconds. There is an awefull number of astroids and they just keep splitting and splitting instead of disappearing (Rraargh >:( :D). I end up having 20 really tiny astroids very near the earth and bigger ones comming in. There is just no way to kill them.

It would be nice to have less astroids but more interesting astroid trajectories. For example, you could make them enter an orbit and slowly spiral towards the earth (while accellerating). It would also be great If there was a weapon to eliminate all those tiny astro's near the earth. Something that sends out a shockwave, destroying all astroids within a certain range. :)

It looks very nice paul. Keep it up. You allready have some credits for creating "the first playable PGD2009 entry". :P


Thanks for all the feedback chronozphere :)

I will try and improve on what you said about it ;)

cheers,
Paul

paul_nicholls
21-10-2009, 02:52 AM
I have been updating my website, and it now has all the current Day Of Destruction! info on it:

http://paulsbitsandbytes.webatu.com/dod/index.php

Once I'm happy with it (will be adding logo and stuff at top of the pages), I will replace the web site here with the new one:

http://paulsbitsandbytes.webatu.com

cheers,
Paul

paul_nicholls
21-10-2009, 04:40 AM
I have now added a logo to the top of each page, I hope you like it :)

http://www.paulsbitsandbytes.webatu.com/dod/index.php

cheers,
Paul

chronozphere
21-10-2009, 02:07 PM
Some progress here. :)

Managed to:
* Fix a nasty bug in the track and segment system
* Added some math routines to help me retrieve usefull information about the racetrack.
* Load the latest track into the game (the one with a dark ceiling and yellow stripes)
* Disable mipmapping for lightmaps (cuz that's just ugly lol :D )
* A bit of refactoring... usuall stuff etc.. :)

Because It takes a while for all the XML to get parsed when loading a track, I decided to add a little "loading bar". That's the next thing i'm going to implement.

NecroDOME
21-10-2009, 02:13 PM
I also made some progress, did not post it here yet. So here it goes:

http://www.necrosoft.nl/?p=618

It's a new car, called Sturmwalze. The initial idea was to have 1 huge wheel in the back, but I think it looks better this way.

chronozphere
24-10-2009, 09:34 PM
Working on a new track. I want it to have a little more detail than the previous one. :)

http://img197.imageshack.us/img197/1892/pipelinegame18.jpg
http://img20.imageshack.us/img20/7128/pipelinegame19.jpg

paul_nicholls
24-10-2009, 11:34 PM
Nice...Go DeleD! :)

cheers,
Paul

chronozphere
26-10-2009, 04:41 PM
Alot of things still have to be implemented. AI and collision detection for example. My segments are split into cells. Every cell contains some data. For debugging purposes, I've written some code to visualize this data.

The blue quad is where the vehicle will be. :)

http://img17.imageshack.us/img17/6843/pipelinegame21.jpg
http://img43.imageshack.us/img43/1280/pipelinegame20.jpg

paul_nicholls
27-10-2009, 02:53 AM
Nice :)

BTW, update time:

http://day-of-destruction.blogspot.com/

http://paulsbitsandbytes.webatu.com/dod/dod_download.php

cheers,
Paul

paul_nicholls
30-10-2009, 01:34 AM
Some more progress has been made :)

http://day-of-destruction.blogspot.com/

I have also added a GUI screenshot here:

http://paulsbitsandbytes.webatu.com/dod/dod_screenshots.php

cheers,
Paul

chronozphere
30-10-2009, 09:07 AM
Nice looking GUI paul! ;)

So, there's less than one month left. Where is everybody???? :( I don't feel like i'm competing anymore. I want to see more entries!

NecroDOME
30-10-2009, 09:13 AM
I'm here... still making progress. Yesterday evening I added some scenery to my "test track". I quickly added some cubes with all the same texture and I must say it looks rather good. Now I only need to add a floor plane and change the textures. Maybe add some billboards and that track would be "done".

Further more I added a finish (win and fail) scenario. Now I only need a menu that says "enter your name", decrease credits and go back to main menu again.
Than the whole game-cycle works.

After that want the camera to fly over the track following cars (for finish, game over and main menu scenario's).

paul_nicholls
30-10-2009, 09:45 AM
scary...I really other competitors are doing ok too, but just haven't shown any progress to the rest of us - I wouldn't want to be the only one with a basically working game at the end :(

cheers,
Paul

paul_nicholls
30-10-2009, 09:47 AM
Nice looking GUI paul! ;)

Thanks for the kind words chief :)


So, there's less than one month left. Where is everybody???? :( I don't feel like i'm competing anymore. I want to see more entries!


me too!

cheers,
Paul

Ñuño Martínez
30-10-2009, 10:18 PM
I'm definitively out. Actually I was out from the day I firs said I'm out, but somebody insists. I'm toooooooooo busy and have a lot of work pending.

Traveler
31-10-2009, 10:36 AM
That is unfortunate. :(

I hope everyone else is doing okay though. Like has been said, please post your screenshots. I only see a few doing that. Let people know you're working on your game, that there still is a race going on!

paul_nicholls
31-10-2009, 11:56 AM
I believe that PJP Dev has had to pull out from the PGD competition, according to his blog :(

So that's another one down...
cheers,
Paul

chronozphere
31-10-2009, 03:40 PM
:'(

At the beginning of the compo, there were 17 teams or individuals. Now there are just 3 or 4 left. It means that there are more prizes than competitors. ??? I try to show as much progress to you as I can, but It feels like i'm pulling a dead horse here. The compo is all about feedback and motivating eachother and I really miss these things at the moment.

Does it make sense to let the compo continue this way?

Furthermore, It's difficult for me to find time to work on my entry. Just started my second term at university and things are getting a bit harder, so there is less time left. Allthough I'm making progress, there is no gameplay yet, which bothers me. I'll do my best to make it to the deadline, but I can't promise anything.

paul_nicholls
31-10-2009, 09:36 PM
Well, I'm still managing to feel motivated somehow, maybe because this is the furthest I have ever gotten with a game in, or out of a competition.

I for one, would be very disappointed if the competition was cancelled.

I have entered two other (PGD big boss competition, and Gamdev 4E4), but had to drop out of both of those then too...now it feels like I could finish my entry for the first time.

cheers,
Paul

chronozphere
31-10-2009, 10:37 PM
That's right. This is the first time i'm joining PGD annual. I hope I can finish what i started.

noeska
01-11-2009, 10:41 AM
For me it the first compo ever, but i am having problem finding enough time. Besides i am bit distracted by my new beagleboard. But i hope i can make some progres again today ... But the end result wil be more like a demo for a game then a full game ...

chronozphere
01-11-2009, 11:01 AM
Good! :) Please keep posting comments and progress in this thread. The more people involved, the better. 8)

paul_nicholls
01-11-2009, 11:36 AM
For me it the first compo ever, but i am having problem finding enough time. Besides i am bit distracted by my new beagleboard. But i hope i can make some progres again today ... But the end result wil be more like a demo for a game then a full game ...


Still...the more the merrier! :)
cheers,
Paul

AthenaOfDelphi
01-11-2009, 12:11 PM
I'd like to see more people posting screenshots. From what I've seen so far, everyone is doing great, so keep it you guys. You're in the home straight now with a little under a month left.

Unfortunately for me, time has been a major issue. When I started organising, I was looking for a job, then I got one in May and time has been an issue since. It's typical software house stuff... ever changing and evolving project specs, not enough time and being taken off the major project to work on little side projects... suffice to say, it's been eating into my spare time, so apologies for not being more active around the whole thing.

I'd like to echo some of the comments that have already been posted... we had a lot of people sign up and now it does seem we only have a few active entries... if you're working on an entry, post here with some screenshots. It's really helpful from a motivational point of view to get feedback from people and also to see what your up against.

Timewise, when I competed, I only had the weekends to work on my entry and even then I didn't have full weekends but I was amazed at what I was able to achieve. If your struggling to stay focused, I'd recommend a quick read of something like The Pomodoro Technique (http://www.pomodorotechnique.com/). I've found it to be a great help with focus and actually achieving stuff. In essence, you work in short highly focused 25 minute blocks. Turn off your email, your browser, your TV, put some tunes on, grab a kitchen timer and set it to 25 minutes and go. Work on one thing. When the timer rings, have a 5 minute break. Rinse and repeat. Every couple of hours, have a longer break. There is more to it than that, but it is designed to make the most of your attention span. There's a great book about it available from Pragmatic Programmers.

Anyhow, I digress... keep going guys (and gals?) and just remember... you don't have to have fully finished graphics and sounds... if you're short on time make/record placeholders, or adopt a style that allows you to use rough and ready stuff. There is after all only one minor prize available for both graphics and sound. The judges should be looking for games that are fun to play, and above all (this is an arcade game afterall) games that could keep people coming back to put their money in the machine.

Good luck :D

noeska
01-11-2009, 10:30 PM
Ok i made some real progres today.
- implemented enemy sprites
- tiles and sprites are loaded as svg from files
- player takes damage from enemies

You can download the pre alpha 4 version from: http://sites.vanderhoning.net/submerged/

Sorry no screenshot, but feel free to make one and post it here.

paul_nicholls
01-11-2009, 10:40 PM
neat! I will give it a whirl when I get home :)

cheers,
Paul

dazappa
02-11-2009, 03:53 AM
Ok i made some real progres today.
- implemented enemy sprites
- tiles and sprites are loaded as svg from files
- player takes damage from enemies

You can download the pre alpha 4 version from: http://sites.vanderhoning.net/submerged/

Sorry no screenshot, but feel free to make one and post it here.

I'm not even sure what that was. I mean, I guess I figured out what the enemies and player were; but it didn't even look like the enemy went through the player, just over the top. + No controls were listed, and I found myself very confused by rotating the world.

and I think I'll just post this random update on myself here.
1. School's really been taking up every second of my free time
2. My father had surgery
3. My Windows got a virus, preventing _any_ executable file from running.
4. I just bought a new hdd and reinstalled Windows yesterday (My old hdd was 40gb; I thought I might as well buy a new HDD because I had to reinstall Windows. New HDD: 500gb ;))
5. I've scrapped my old design doc. Not possible with the current time frame. I've come up with a new project that I'll post some screens of next week; it'll be quite short and very arcade-y, hopefully. I'm sure multiplayer/online scores won't make it by the deadline, so I'll just update the game after the deadline to add those in, because those are nice additions.
6. Have I mentioned? I've never created a game with pascal before ;) (For example, my latest problem includes my application crashing the nVidia driver). I've made plenty of odd pascal apps though.

So I hope to be able to have something to submit, but I can't make any promises with the way things are going.

chronozphere
02-11-2009, 07:32 AM
Great to have you back Dazappa. The more the merrier. :D

noeska
02-11-2009, 08:40 AM
I'm not even sure what that was. I mean, I guess I figured out what the enemies and player were; but it didn't even look like the enemy went through the player, just over the top. + No controls were listed, and I found myself very confused by rotating the world.


The rotating of the world is to give things a twist. I hope things become clearer when i move the player (represented as a square now) a bit down so that it is centered.

But thanks for the feedback, as you noticed still a lot more needs to be done...

NecroDOME
02-11-2009, 11:39 AM
\o/ nice to see some action here :)

noeska
02-11-2009, 04:41 PM
A minor update for submerged :-)

- The scrolling part of the level is now fullscreen instead of being boxed
- A few graphics have been updated with something that is not a square ;-)

In the end it is now a bit more playeable again ...

You can download the pre alpha 5 version from: http://sites.vanderhoning.net/submerged/

PS colliding with an object does cause the player or object to stop. Instead the player looses energy.

So todo is making the player able to defend him/her self and make object that give back energy instead of taking it. And ofcourse more graphics need to be drawn ...

paul_nicholls
02-11-2009, 07:36 PM
The submarine is cute ;)
I'm expecting the Beatles song "yellow submarine" to be playing!! haha! :D

cheers,
Paul

dazappa
02-11-2009, 09:01 PM
A minor update for submerged :-)

- The scrolling part of the level is now fullscreen instead of being boxed
- A few graphics have been updated with something that is not a square ;-)

In the end it is now a bit more playeable again ...

You can download the pre alpha 5 version from: http://sites.vanderhoning.net/submerged/

PS colliding with an object does cause the player or object to stop. Instead the player looses energy.

So todo is making the player able to defend him/her self and make object that give back energy instead of taking it. And ofcourse more graphics need to be drawn ...


Clears up some things yes. Personally, I wouldn't rotate the entire screen, but rather the sub itself like most other sidescrolling games (although it is an interesting game mechanic). The font is still way too huge for my computer, at least, with only "gy" from "energy" visible on the left.

Also, your app seems to have set more than just the resolution. My monitor is finicky this way, and certainly shouldn't cause you any worry, but I just thought I'd mention. It's either specifying the depth or refresh rate, which my monitor doesn't like. Side effect is that all images look jaggy, but this is just my monitor (never found anyone with a similar problem), so don't worry too much about this.

chronozphere
04-11-2009, 11:41 PM
@Noeska. Congrats on your progress. I'll check your game as soon as I have time (this weekend). :)

I've made a bit of progress too. I'm planning to make neat circle v.s line based (yes that's 2d ;) ) collision checking mechanism. For debugging purposes, I first tried to render the collision data (see pictures). All the lines that mark the individual cells, that is. Next, I'll implement an algorithm that can check a vehicle-circle (that white thingy ;) ) against any nearby lines. I will also try to make some nice collision response (hope to do that this weekend).

http://img25.imageshack.us/img25/4311/pipelinegame22.jpg
http://img25.imageshack.us/img25/7159/pipelinegame23.jpg

chronozphere
08-11-2009, 01:13 AM
I want to share with you my concern regarding my own entry.

Allthough my entry may look impressive, it's far from finished and working on it has become frustrating rather than fun. This is because of:

Mathy routines that don't work (a lot of code depends on these routines)
Floating point rounding errors
Memory leaks
Increasing complexity of my code
DeleD crashes (probably lost 24 hours of work because of this)
Making content is alot of work
When data (like a racetrack) is corrupted, its hard (or impossible) to fix it (that just happened :( )

All these things cause alot of frustration. I keep on debugging and fixing things that I thought were fixed. Somehow, I keep myself at it, but now I've come to the point where I'm considering to drop the project. Yeah.. It hurts, but it might be the best thing to do. I still have hope to finish this, but I doubt whether this hope is justified. :'(

...

Just don't know what to do now??

Edit: Just fixed my corrupted race track. :) I'll show you some pics when I have lightmapped it.

chronozphere
08-11-2009, 11:53 AM
Here they are. ;) Yeah.. These graphics seem to motivate me a bit more. :D

http://img5.imageshack.us/img5/9120/pipelinegame26.th.jpg (http://img5.imageshack.us/i/pipelinegame26.jpg/)
http://img5.imageshack.us/img5/8327/pipelinegame25.th.jpg (http://img5.imageshack.us/i/pipelinegame25.jpg/)
http://img21.imageshack.us/img21/8793/pipelinegame24.th.jpg (http://img21.imageshack.us/i/pipelinegame24.jpg/)

paul_nicholls
08-11-2009, 12:17 PM
Nice :)

cheers,
Paul

NecroDOME
08-11-2009, 01:16 PM
@Chrono: Lightmapped track looks really cool, I hope you can manage to fix some working gameplay before the compo ends.

Traveler
08-11-2009, 02:58 PM
Keep it up folks :yes:

Only three weeks left!!

NecroDOME
08-11-2009, 10:36 PM
I did a small update; I created a new race track. This is our 2nd track so far. (This took me 1 evening of work...)

http://www.necrosoft.nl/?p=627

http://www.necrosoft.nl/wp-content/uploads/2009/11/Beach1.jpg

chronozphere
08-11-2009, 11:36 PM
Looks good. :)

I think the next step for me, is to get collision detection working and add a racing vehicle to the game (+ thruster particles). When i've managed to do that, I'll probably upload it so you can check it out. I have not enough time implement my original idea described in my design document (opponents with AI and weapons + laps and checkpoints etc..), so I have to pick something simpler that is still fun. If anyone has a cool idea, please tell me about it. :)

WILL
09-11-2009, 01:24 AM
Lookin' good guys! I know I've been absent for a while, but I have been silently awaiting your completed entries. :)

I have a small request for all teams and participants in the competition; Click here! (http://www.pascalgamedevelopment.com/forum/index.php?topic=6003.0)

Ñuño Martínez
09-11-2009, 06:21 PM
Wow. That are really nice games.

I'm feeling sad because I can't finish my entry. I hope next year.

dazappa
09-11-2009, 09:00 PM
Well, unless Andorra's collision code random feels like compiling, I'll be working on a text adventure. Very, very hard to screw that up ;)

http://imgur.com/ZCzSG.png
http://imgur.com/OTBA5.png

We'll see how this goes. As you can see, the little bugger already deciphers commands, looking for objects with the exact name or with part of the name.

I'd like to clarify that a text adventure is not an rpg, mud-like, and it doesn't even have a built in map. I've already sketched out most of the little areas I plan on adding to the game.

Amazing graphics? No. Not even colors. Originality? Well the storyline should be somewhat original, as I'm making it up, but I'm obviously influenced by other games I play, so we'll see how it turns out.

Want a basic storyline?
You wake up only to find yourself in chains in a jail cell. You have no idea why you are there, but judging from the corpses and around you, you don't want to stay. It turns out you are in the dungeon of a small castle, ruled by a lone prince. The guards are few, but well trained. You must carefully navigate this world, avoiding traps, enemies, and the ever-present boar. Find out why you are there, and more importantly how to get out alive.

*Sigh* well maybe I'll at least get this little thing done, after having scrapped the first planned entry, and the second planned entry is now pretty much scrapped unless some white knight in shining armor can fix up andorra's code or tell me how they get collision checking working (but it seems like it's andorra?).

chronozphere
09-11-2009, 09:25 PM
Hi Dazappa. Good to see you haven't given up. ;) It seems like you had some problems attempting to make an entry. Did you ask for help? There might be people here who can help you with the collision code. :) And.. what went wrong with your first attempt?

dazappa
09-11-2009, 09:49 PM
Hi Dazappa. Good to see you haven't given up. ;) It seems like you had some problems attempting to make an entry. Did you ask for help? There might be people here who can help you with the collision code. :) And.. what went wrong with your first attempt?

Well I've asked for help (and received it :)) on smaller issues, but I'm very sure this is with andorra itself, and I doubt anyone here would like to spend the time to debug andorra...

Basically, including 2 units necessary for collision detection, "AdSprites, AdSpriteEngineEx" will prevent the app from compiling at all. In AdPixelTest.pas, line 116 it fails with "Wrong number of arguments" ...

paul_nicholls
10-11-2009, 12:01 AM
Well, unless Andorra's collision code random feels like compiling, I'll be working on a text adventure. Very, very hard to screw that up ;)

http://imgur.com/ZCzSG.png
http://imgur.com/OTBA5.png

We'll see how this goes. As you can see, the little bugger already deciphers commands, looking for objects with the exact name or with part of the name.

I'd like to clarify that a text adventure is not an rpg, mud-like, and it doesn't even have a built in map. I've already sketched out most of the little areas I plan on adding to the game.

Amazing graphics? No. Not even colors. Originality? Well the storyline should be somewhat original, as I'm making it up, but I'm obviously influenced by other games I play, so we'll see how it turns out.

Want a basic storyline?
You wake up only to find yourself in chains in a jail cell. You have no idea why you are there, but judging from the corpses and around you, you don't want to stay. It turns out you are in the dungeon of a small castle, ruled by a lone prince. The guards are few, but well trained. You must carefully navigate this world, avoiding traps, enemies, and the ever-present boar. Find out why you are there, and more importantly how to get out alive.

*Sigh* well maybe I'll at least get this little thing done, after having scrapped the first planned entry, and the second planned entry is now pretty much scrapped unless some white knight in shining armor can fix up andorra's code or tell me how they get collision checking working (but it seems like it's andorra?).


neat! I like text adventures...good luck :)

cheers,
Paul

NecroDOME
11-11-2009, 10:42 PM
new update: http://www.necrosoft.nl/?p=634

dazappa
11-11-2009, 11:50 PM
new update: http://www.necrosoft.nl/?p=634

Matter of personal taste, but I would have made the checkpoints red, turning green when you cross them.

On my little game, I've added inventory, picking up and dropping, and I've started working on movement.

paul_nicholls
12-11-2009, 12:04 AM
new update: http://www.necrosoft.nl/?p=634


Nice work!

Looks like there is no way I'm going to win with my entry with this sort of "competition" (pun intended)! LOL ;)

I'm getting closer to finishing mine now :)

I have changed the game-play a bit - now you start with six (6) defence satellites each level orbiting the Earth, and when you fire at an asteroid the nearest satellite to the target point is the one that fires.

Each satellite gives you 1/6 of your total maximum firing energy allowance.

NOTE you cannot fire through the Earth (need line-of-sight) so if you have missing satellites, and your target is on the other side of the planet, near gaps in the satellite 'grid', then you can't fire if you would hit the planet...

The closest satellite to the current cross-hairs position has a green circle around it, unless you have no line-of-sight, in which case there would be no green circle around any satellite, and you can't fire at the current target location.

If asteroids hit a satellite, then the satellite is destroyed, and the asteroid splits or is destroyed.

Each time a satellite is destroyed, your maximum available energy is reduced by 1/6, down to 0 energy (or no shots allowed any more).

The game is much easier IMHO now too.

I haven't uploaded a new version yet though...

cheers,
Paul

paul_nicholls
12-11-2009, 12:09 AM
new update: http://www.necrosoft.nl/?p=634

Matter of personal taste, but I would have made the checkpoints red, turning green when you cross them.

On my little game, I've added inventory, picking up and dropping, and I've started working on movement.


Neat, looking forward to having a play :)
cheers,
Paul

paul_nicholls
12-11-2009, 04:33 AM
I'm getting closer to finishing mine now :)

I have changed the game-play a bit - now you start with six (6) defence satellites each level orbiting the Earth, and when you fire at an asteroid the nearest satellite to the target point is the one that fires.

Each satellite gives you 1/6 of your total maximum firing energy allowance.

NOTE you cannot fire through the Earth (need line-of-sight) so if you have missing satellites, and your target is on the other side of the planet, near gaps in the satellite 'grid', then you can't fire if you would hit the planet...

The closest satellite to the current cross-hairs position has a green circle around it, unless you have no line-of-sight, in which case there would be no green circle around any satellite, and you can't fire at the current target location.

If asteroids hit a satellite, then the satellite is destroyed, and the asteroid splits or is destroyed.

Each time a satellite is destroyed, your maximum available energy is reduced by 1/6, down to 0 energy (or no shots allowed any more).

The game is much easier IMHO now too.

I haven't uploaded a new version yet though...

cheers,
Paul


Hi all,
I have uploaded the latest version which includes the new game-play (satellite defence grid), and now nicer asteroid png explosions!

I also fixed a joystick issue where it wasn't working for me at home...

http://www.paulsbitsandbytes.webatu.com/dod/dod_download.php

I haven't updated the .pdf that comes with the game yet to reference the new satellite stuff, but just read the instructions in the quote above...

Any feed back would be great!!

cheers,
Paul

paul_nicholls
12-11-2009, 10:30 PM
Thanks to jdarling's conversion/creation of the polycolly sphere and polygon collision unit:

http://www.pascalgamedevelopment.com/forum/index.php?topic=4174.0

I have now added bare-bones asteroid-asteroid collision to my game now!

I know the code below doesn't use any spatial partitioning or similar system, but it uses the fastest 2 loops method out there and it seems to work quite well ;)

I'm only moving the asteroids out of collision, and not changing their velocities yet, but this is ok for now :)

If you want to use similar code in your programs, you can ignore the AstScale1 and AstScale2 values...I only use this as I simulate the asteroids getting smaller/larger as they get closer to/further away from the planet...

Procedure TState_PlayGame.DoAsteroidAsteroidCollisions;
Var
i,j : Integer;
Asteroid1 : TAsteroid;
Asteroid2 : TAsteroid;
dd : Single;
Collision : TCollision;
AstScale1 : Single;
AstScale2 : Single;
Begin
For i := 0 to TGame(FOwner).AsteroidCount - 1 Do
For j := i + 1 to TGame(FOwner).AsteroidCount - 1 Do
Begin
Asteroid1 := TGame(FOwner).Asteroids(i);
Asteroid2 := TGame(FOwner).Asteroids(j);
If Asteroid1.Alive And Asteroid2.Alive Then
Begin
AstScale1 := cAsteroidInfo[Asteroid1.Size].Scale * Asteroid1.Scale;
AstScale2 := cAsteroidInfo[Asteroid2.Size].Scale * Asteroid2.Scale;

dd := Sqr(Asteroid1.x - Asteroid2.x) + Sqr(Asteroid1.y - Asteroid2.y);
If dd <= Sqr(Asteroid1.Radius * AstScale1 +
Asteroid2.Radius * AstScale2) Then
Begin
If polycolly.CircleCollide(Asteroid1.Collision,
Asteroid2.Collision,
polycolly.Vector2f(Asteroid1.x - Asteroid2.x,
Asteroid1.y - Asteroid2.y),
Collision) Then
Begin
Asteroid1.x := Asteroid1.x - ((Collision.Distance * AstScale1/2) * Collision.Vector.X);
Asteroid1.y := Asteroid1.y - ((Collision.Distance * AstScale1/2) * Collision.Vector.Y);

Asteroid2.x := Asteroid2.x - ((Collision.Distance * AstScale2/2) * -Collision.Vector.X);
Asteroid2.y := Asteroid2.y - ((Collision.Distance * AstScale2/2) * -Collision.Vector.Y);
End;
End;
End;
End;

End;


cheers,
Paul

chronozphere
13-11-2009, 11:07 AM
Okay.. I've been working on my vehicle model during my few hours of free time this week. Hopefully I'll finish it this evening. This weekend I'll work on:


Finetuning my collision detection and collision response code (It basicly works now)
Adding my vehicle model to the game
Adding a nice particle effect for the thrusters (I Allready made the particle-class)
Making some powerup models
When these things are done, I'll probably upload a demo. ;)


It's impossible though to implement the gameplay described in my design document, before the deadline. I will simplify things a bit. This means that there aren't going to be any weapons in the game. It's just a matter of racing and ramming eachother to death. (Should be fun too :D )

paul_nicholls
13-11-2009, 11:34 AM
Okay.. I've been working on my vehicle model during my few hours of free time this week. Hopefully I'll finish it this evening. This weekend I'll work on:


Finetuning my collision detection and collision response code (It basicly works now)
Adding my vehicle model to the game
Adding a nice particle effect for the thrusters (I Allready made the particle-class)
Making some powerup models
When these things are done, I'll probably upload a demo. ;)


It's impossible though to implement the gameplay described in my design document, before the deadline. I will simplify things a bit. This means that there aren't going to be any weapons in the game. It's just a matter of racing and ramming eachother to death. (Should be fun too :D )


Sweet! nicely done :)

cheers,
Paul

chronozphere
14-11-2009, 10:57 AM
Okay.. I couldn't finish the model last evening because one of my friends decided to fire a barbeque (Some guys just keep me away from my project lol :D ). So I finished it this morning. Here it is:

http://img690.imageshack.us/img690/2745/pipelinegame27.th.jpg (http://img690.imageshack.us/i/pipelinegame27.jpg/)
http://img97.imageshack.us/img97/8540/pipelinegame28.th.jpg (http://img97.imageshack.us/i/pipelinegame28.jpg/)

P.S: I'll upload bigger pics next time.

paul_nicholls
14-11-2009, 12:00 PM
Wow! very nice indeed :)

So that model is the racing "vehicle" in your game?

cheers,
Paul

chronozphere
14-11-2009, 12:02 PM
So that model is the racing "vehicle" in your game?

Yup. What else? lol ;)

chronozphere
14-11-2009, 08:55 PM
Just added the vehicle to my game, but It turns out that it's movement is very jerky and I don't know how to fix that. :'( I'm sure it can be fixed but I have to spend hours debugging my math code (spend WAY to much time debugging that crap allready). I feel like giving up. It's just too much work...

Edit: Seems that I've fixed my bug (stupid mistake in the "framerate smoothing code")... need to sleep now *yawn*

dazappa
15-11-2009, 02:49 AM
Updates to my little text game:

Movement system 50%
Per-room movement freezing
"use" system (Ex: use marshmallow on wooden stick). Items can be in the room or in your inventory
Scripting system :) Currently supports: If player had item, remove it, or do another function; adding items to inventory; removing items from inventory; preventing movement; removing object from room. Scripting system is also neatly wrapped in a try/except block so scripting errors won't bring down the entire game.
Added possibility for items that cannot be picked up.


My goodness, that scripting system took me hours to code :o but it was totally worth it.

http://imgur.com/efPWf.png
(Screenshot shows off the scripting engine :P because the "use" command uses scripts to remove items from the room and add an item to the player's inventory)

I've added so much interactivity to the room the player starts into to force myself into coding the engine (with scripting ;)) from the start. There's only this one room so far. And once most of the basics are down (movement, key system, and NPCs are really what's left), the generation of content will explode exponentially.

NecroDOME
15-11-2009, 11:09 PM
Added tire-smoke: http://www.necrosoft.nl/?p=636

(Also added: radial blur and a camera that follows random cars)

http://www.youtube.com/v/gOuPyYL1mq8