I'm starting to figure out what needs to happen to keep TGB happy, but it's not quite there yet. The good news is that once I figure it out, I will have accomplished another of my major milestones for prototyping.
Friday, May 25, 2007
Gate jumping
Not much happened in development this week. Some time was spent on the design document. I really don't want to work on the design document, though, so I spent some time also developing. The result is a solid TGB crash. Basically I'm trying to load a new level when the player hits a jump gate (shown below).

I'm starting to figure out what needs to happen to keep TGB happy, but it's not quite there yet. The good news is that once I figure it out, I will have accomplished another of my major milestones for prototyping.
I'm starting to figure out what needs to happen to keep TGB happy, but it's not quite there yet. The good news is that once I figure it out, I will have accomplished another of my major milestones for prototyping.
Saturday, May 19, 2007
Mission Accomplished
This week I made good progress on Watcher. Bombs are now part of the standard weapon framework, which means you have to buy a bomb launcher, then equip the launcher on your ship to drop bombs. Bomb explosions now have a radius that diminishes in power as it gets farther from the center of the explosion. Buildings and decorations on the ground now have hitpoints, so one standard bomb isn't enough to destroy them... the guard tower currently takes 6 direct hits to destroy (a fairly difficult task!) although those kinds of statistics will change lots through the course of development.
The most exciting new feature to me this week is the missions (quests) system. Only one mission is available so far, but I think the system is flexible enough to add new mission types with fairly small effort. The one mission is to take 10 units of wheat cargo from the southwest city to the northwest city. When you accept the mission, you first have to fly to the first city to pick up the cargo (it's automatically loaded onto your ship, if you have space). Then you fly to the destination where the cargo is automatically dropped off and you are automatically paid. The system will allow multiple-stage cargo missions too... you could have to deliver cargo to multiple cities or pick up cargo from multiple cities. Right now I don't know if such a cargo mission would be fun or a good idea, but the point is that I can have such a mission if I want.
This morning I made some in-game menus. Now when you land at a landing pad, a city menu pops up so you can choose what you want to do at that city. When you choose the "missions" option, the missions dialog pops up where you can look at available missions and choose from them. Take a look at the new menus:

Yeah yeah, I know the game looks like more of a business application right now, but I'm forcing myself not to do any real artwork until more of the basis is put together. The game is getting to be fun... I need to add a few more cities and then the missions will be more exciting. Fun First! Pretty Later!
In other news, I decided earlier this week to learn a new keyboard layout. It's called Colemak, and it was invented just over a year ago. Check the website: http://www.colemak.com/ and here's an image:

Several years ago, I learned the Dvorak layout, and I liked it for typing emails and general text, but it was an absolute nightmare for programming and any sort of non-text development. The important shortcut keys just moved around too much, and the symbol locations just didn't make sense for programming. Colemak, in my opinion, fixes quite a few of those problems. It leaves many keys in the same place as Qwerty, but moves the most common English letters to saner places on the keyboard. So far the learning is a little slow, but faster than learning Dvorak. I'm up to probably 20-25 wpm. Unfortunately, I'm a sinner because I didn't type this whole blog post using the layout... I'm just in too much of a hurry. Speaking of... I'm taking off.
The most exciting new feature to me this week is the missions (quests) system. Only one mission is available so far, but I think the system is flexible enough to add new mission types with fairly small effort. The one mission is to take 10 units of wheat cargo from the southwest city to the northwest city. When you accept the mission, you first have to fly to the first city to pick up the cargo (it's automatically loaded onto your ship, if you have space). Then you fly to the destination where the cargo is automatically dropped off and you are automatically paid. The system will allow multiple-stage cargo missions too... you could have to deliver cargo to multiple cities or pick up cargo from multiple cities. Right now I don't know if such a cargo mission would be fun or a good idea, but the point is that I can have such a mission if I want.
This morning I made some in-game menus. Now when you land at a landing pad, a city menu pops up so you can choose what you want to do at that city. When you choose the "missions" option, the missions dialog pops up where you can look at available missions and choose from them. Take a look at the new menus:
Yeah yeah, I know the game looks like more of a business application right now, but I'm forcing myself not to do any real artwork until more of the basis is put together. The game is getting to be fun... I need to add a few more cities and then the missions will be more exciting. Fun First! Pretty Later!
In other news, I decided earlier this week to learn a new keyboard layout. It's called Colemak, and it was invented just over a year ago. Check the website: http://www.colemak.com/ and here's an image:
Several years ago, I learned the Dvorak layout, and I liked it for typing emails and general text, but it was an absolute nightmare for programming and any sort of non-text development. The important shortcut keys just moved around too much, and the symbol locations just didn't make sense for programming. Colemak, in my opinion, fixes quite a few of those problems. It leaves many keys in the same place as Qwerty, but moves the most common English letters to saner places on the keyboard. So far the learning is a little slow, but faster than learning Dvorak. I'm up to probably 20-25 wpm. Unfortunately, I'm a sinner because I didn't type this whole blog post using the layout... I'm just in too much of a hurry. Speaking of... I'm taking off.
Friday, May 11, 2007
TorquEDIT
A month or so ago I found a nifty eclipse plugin called TorquEDIT. It was fairly basic, but it had some nice things going for it. I noticed that the code was open source, so I took a look. The code looked fairly well-written, and it looked like it would be relatively easy to add some functionality. So I did. Last night along with kruxgames I released another version that has a ton more functionality than before. This is now the editor I use for making scripts. The code completion really helps, and it serves as a form of documentation, since you can see what methods a particular class has, as well as what parameters the functions take. Right now it's mostly tuned for TGB, although it should work with TGE and TGEA quite nicely too. There's only a few little things that are geared to TGB. Check it out at http://opensource.kruxgames.com/torquedit/

This week I decided to install Ubuntu linux. The only purpose for this was to be able to use the music editor RoseGarden. After a few hours of following tutorials and general mucking around, I finally got it up and running. It's not the easiest thing to setup, but it's not too bad by linux standards. RoseGarden is what I will use for the music in Watcher. I probably won't start on the music for several weeks or months, but I had time to get it all setup now, so I did.
Just a few minutes ago I finished splitting all objects into proper collision groups. So now bombs affect everything they should, bullets affect everything they should, etc. The bombs also behave more like bombs... before if the bomb hit anything in its path (before it landed) it would still blow it up. Now the bomb lands, and blows up anything it's touching. Nothing eye-popping this week in Watcher, but TorquEDIT is pretty sweet.
This week I decided to install Ubuntu linux. The only purpose for this was to be able to use the music editor RoseGarden. After a few hours of following tutorials and general mucking around, I finally got it up and running. It's not the easiest thing to setup, but it's not too bad by linux standards. RoseGarden is what I will use for the music in Watcher. I probably won't start on the music for several weeks or months, but I had time to get it all setup now, so I did.
Just a few minutes ago I finished splitting all objects into proper collision groups. So now bombs affect everything they should, bullets affect everything they should, etc. The bombs also behave more like bombs... before if the bomb hit anything in its path (before it landed) it would still blow it up. Now the bomb lands, and blows up anything it's touching. Nothing eye-popping this week in Watcher, but TorquEDIT is pretty sweet.
Saturday, May 05, 2007
Weapons Energized
Today I made it possible to purchase weapons at a store, and equip them in the ship equipment screen. There was a lot of under the hood work to be done to make all that possible. Now it will be rather easy to make new weapons, as long as they are the straight-flying projectile type.

Screenshot showing different weapons


Plasma gun art (temporary, obviously)

Guard tower (not yet functional)
The next major step is getting the guard towers to shoot at you, and being able to bomb them. That really won't take all that long, but I don't very often get big blocks of time to work on this.
Screenshot showing different weapons
Plasma gun art (temporary, obviously)
Guard tower (not yet functional)
The next major step is getting the guard towers to shoot at you, and being able to bomb them. That really won't take all that long, but I don't very often get big blocks of time to work on this.
Friday, May 04, 2007
A few concept sketches
Here are some very rough, very raw concept drawings for some
airplanes/airships. Just scanned 'em in, adjusted levels slightly,
and uploaded.

"The Seagull"

"Glider"

"Big Ship"

"Big Prop"
My favorite so far is "Big Prop." Hopefully by the end of this I'll
have a couple dozen ships that I like as much as "Big Prop."
airplanes/airships. Just scanned 'em in, adjusted levels slightly,
and uploaded.
"The Seagull"
"Glider"
"Big Ship"
"Big Prop"
My favorite so far is "Big Prop." Hopefully by the end of this I'll
have a couple dozen ships that I like as much as "Big Prop."
Subscribe to:
Posts (Atom)