Monday, 15 March 2010
Map reading
Watch this space!
Saturday, 3 October 2009
Moving into the world of 3D animation
Hi All,
Aaron has finished the camera controls as well as rewriting the initial libraries. We now have a full 3D world with a full rotatable camera with a zoom function. On top of that thanks to Aarons rewriting of the libraries we have concise and understandable code. As mentioned in a previous blog Aaron and I have high standards of cleanliness in code which will only help us for the duration of our project.
Now to blender, for those that haven't heard blender is a free Open Source application for the creation of 2D and 3D objects. Over the past month my sole aim for the project was to learn my way around blender and start creating units. A simple task most would think, however those who have used blender would agree that the learning curve for blender is very steep. Most of the past month has been sitting in front of my laptop reading tutorials and making mistakes!
At this point I would like to mention the site we have been using to learn blender. http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro is a fantastic and easy to use site that I would not have got very far. I would also like to mention Dan Squire, a colleague who has also helped us with getting to grips with blender.
Hopefully by the next update we will have videos of selectable and movable units rather than just photos. This should be in the next couple of weeks at which point there will be another blog update.
Thanks for keeping up with our project and feel free to add any feedback or ask any questions
Nick
Sunday, 16 August 2009
Game world code coming together
I'll be concentrating on getting zoom and rotation sorted within the game world, then thats pretty much all of the camera stuff done. The controls will be built as the game develops, so in terms of those aspects of the game we're doing OK. Nick has done some cracking work with the creation and rendering of the game world, so he'll be developing that as well as putting some focus on the heads up display or similar too (where status is reflected on screen as well as what you currently are able to do etc).
I will be working on (apart from fixing the camera class) some sketches for the 3d sprites and thinking about their realization in 3d Studio Max or similar.
All in all its going to be a busy month to mid-September, but one in which we will hopefully have something worth of showing at the end of it!
Aaron
Wednesday, 22 July 2009
XNA 3.1, moving and camera
The next item on the agenda is the creation of the world, and more importantly the maps and their implementation. This has been a cause of headache for us for a little while now. The creation of a pluggable, expandable, maintainable, and probably most importantly, useable tool for map editing will most certainly be a by-product of our project. Granted, the main effort in map development is the actual graphics, but with an underlying structure in code and pluggable properties, we can think about map packs and user-created maps after release of the game.
To top it off I've moved flat this past month, and have never felt so disconnected without internet! Still, the downtime has given me some time to continue grinding away on the game instead of procrastinating!
Saturday, 13 June 2009
Cross platform controls
Being a software engineer by trade, I like to enforce standards of cleanliness in code (in addition to comments, whitespace, naming conventions, etc). Given he fact that we're writing the game for two platforms at once, I've decided to move the input handling from the main game class to a separate class which will contain these pre-processor directives. Granted this means that this class will be messy, but at least it keeps any calling class cleaner in terms of the code it has to call, because there is only one method to call which handles the input from any outside class.
Another way we're going to keep all game engine implementation the same regardless of platform is by wrapping every operation of the engine in a separate method, no matter how small. This may cause more work initially, but if the game input class calls a method called "MoveCamaraLeft" regardless of the platform being use, we can be stringent about what the game engine will do. This will of course make our game debugging easier too.
Sunday, 7 June 2009
And so it begins...
On this blog we hope to share our thoughts, issues and resolutions, as well as gauge interest and listen to any constructive criticism readers may have.
So far we've set up our hosted SVN repository, and created the game project. Nick is making a start on the "cube" structure that will ultimately be the game-playing space, whilst I concentrate on the control system.
For those that are interested, we're building our game using Microsoft Visual Studio 2008 using the XNA 3.0 Framework. We aim to have a playable beta version of the game out around September/October time.
Here's to the beginning!
Aaron