I've been burning all time I have in improving the engine and the game systems, and its going pretty good.
The utility Foundation module is pretty much done and functional, Graphics systems are pretty well too.
Animation module was refactored too, and its working nice so far. Rendering support also improved greatly. libRocket is now working very consistently, it looks like.
Just to go a little deeper on the animations, the sprite animations are working nice, they are capable of defining an evolution along the time of image frames, and updates a sprite with it! This easily makes possible to create a character with different stances.
Also, the camera animations were started, you can now have a AnimationView associated with your camera, and when you do something like viewAnimation.createEarthquake(5(seconds), 20(intensity)); the camera actually starts shaking like crazy :)
The engine is now very functional from a low level perspective. The next systems that need to be done properly / refactored / documented are:
- Kinesis ( physics )
- Scripting (internal engine commands and AngelScript exportation)
- Content managing
- Networking
- Sound improvements
- SceneGraph high-level stuff / Entity system(component-model) / Quad-Tree rendering
It won't take too much time before you have access to a free complete 2D engine, fully documented!
Showing posts with label 2D animation. Show all posts
Showing posts with label 2D animation. Show all posts
Sunday, February 19, 2012
Monday, January 16, 2012
Yggdrasil Development 1
Here to bring you news about the game!
Today I've added plenty of new things, the damage dealing is way better now. Critical hits are possible, there is elemental special damage. Defense works against the Damage, among a lot of things.
Improved the environment configuration, now you define a stop line where the enemies stop to attack the fortress. The background was started just today, and its just a scrap of what it can become, for testing purposes i drew it and used it right away :)
Also, improved the animation support, meaning that you could take the game now, create a new enemy fully configured by you, and define exactly its animations to your own character sprites!
For now, there are 3 valid states to be made - run, death, attack :)
I've already tought what the magic system will be like, and you can expect something cool! Stay tuned for that, it just involves supercharged magic that can be mixed together :)
But today I dare to share a little demonstration you can try, play and modify. So you can get the taste of what the game is becoming slowly :)
Here's the link: https://github.com/downloads/DevilWithin/ParabolaEngine/Bin.rar
(I won't explain now how to use or edit, but feel free to find out)
Just notice i don't own the character that acts as our enemy. It is a copyrighted brand, and its being used only to build the technology and won't be included in the game at all!
Today I've added plenty of new things, the damage dealing is way better now. Critical hits are possible, there is elemental special damage. Defense works against the Damage, among a lot of things.
Improved the environment configuration, now you define a stop line where the enemies stop to attack the fortress. The background was started just today, and its just a scrap of what it can become, for testing purposes i drew it and used it right away :)
Also, improved the animation support, meaning that you could take the game now, create a new enemy fully configured by you, and define exactly its animations to your own character sprites!
For now, there are 3 valid states to be made - run, death, attack :)
I've already tought what the magic system will be like, and you can expect something cool! Stay tuned for that, it just involves supercharged magic that can be mixed together :)
But today I dare to share a little demonstration you can try, play and modify. So you can get the taste of what the game is becoming slowly :)
Here's the link: https://github.com/downloads/DevilWithin/ParabolaEngine/Bin.rar
(I won't explain now how to use or edit, but feel free to find out)
Just notice i don't own the character that acts as our enemy. It is a copyrighted brand, and its being used only to build the technology and won't be included in the game at all!
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