Sunday, March 8, 2009

Yet Another Still Alive Post

Thought I would post something quick since it has been awhile. This guy makes awesome wallpapers. :) Something about pastel palettes and cute things...

http://orioto.deviantart.com/gallery/#Videogame-Remakes


Thursday, September 18, 2008

First Buildings

Here is a look at the very first buildings in my game. Yep, it looks rough, but I did say it is the very first buildings! :) It's randomly-generated so each run of the demo has different geometry.

I plan to spend the next day cleaning up the code. I was mainly pushing to get something up and running first before doing any major rearchitecting. The component system is still being rolled out (only rendering and positioning use it right now). But in the process of doing it, the intricacies of how it will work are becoming clear. I am sure problems will come up along the way, but it will be very interesting to see what the end product will look like.

I will also start writing my first procedural-art code in the texture generation code. The one texture used in the demo right now is actually generated (there are no images or any other data used in this demo). At the moment, it is just based on a random noise generation function (i.e. the static pattern). As a first stab at procedural texture generation, I will probably put in something based on Perlin noise.

Still a heap to do, but it's getting there!


Browse the source code: http://code.google.com/p/glutinous/source/browse/#svn/trunk/carpac

Monday, September 15, 2008

Work on Carpac

With a basic, functioning engine done (in the form of the Tumbling Robots demo), I am now working on making a more complete demo with it. The plan is to make some variant of a Pacman game (hence the name, 'Carpac').
I am also exploring the idea of a component-based software architecture for the code, as described by this article on GameArchitect.net. It's quite an interesting read.
So far, my design consists of three separate worlds: rendering, physics, and game. Each object in the game can then have components in each of these worlds. For instance, a static floor would have:
  • a rendering component that draws the box representing the floor volume, and
  • a physics component that adds a solid, static body to the world in the space the floor occupies.
It won't have a game component since a floor doesn't really do anything (not at this stage atleast - maybe I will add one in the future if I find a need for it). Usually, game components are used to interact with other objects in the game world like damage players or pick-up power-ups.
So what's the point? Read the GameArchitect.net article for more information.
This is just a rough idea. I do not know if it will work or whether it is a better structure. This is an experiment after all. It will most probably change significantly by the time I am done though!
Check back in a day or so. I should have a video to show soon!
Browse the code so far: http://code.google.com/p/glutinous/source/browse/#svn/trunk/carpac/src