Showing posts with label 2D engine. Show all posts
Showing posts with label 2D engine. Show all posts

Friday, February 17, 2012

All is going well!

Good news, the engine is going great, and is looking better than ever, the game is also improving natural just by the fact that the underlying technology is getting better !

The basic systems of graphics are pretty much working good now, libRocket support was totally refactored and it now looks amazing! Let me explain,

There is a RocketPlugin class to control libRocket completely, becoming the interface with it.
You don't need at all to refer to it on basic usage of the module, what you need to know is the RocketContext class. 

When you instance a RocketContext , you are immediately ready to load documents, update and render them.. Whats funny about it is that until you do so, libRocket is completely unused and therefore not leaving a footprint in the program performance. When a context is instanced, if library was shutdown, the RocketPlugin will ensure its proper initiliazation with all custom systems it has. When the last context is destroyed, it automatically kills the library again. I guess this works well for all cases :)

If anyone needs help on implementing libRocket feel free to contact me! I 've got mine working very good with SFML 2.

On a informative note, the Demon Eulogy Games website is for now located at: www.demoneulogy.comze.com

It is still under construction!

Saturday, January 14, 2012

Yggdrasil

Long time without time to post anything.. again! 

I've decided to make a smaller scoped project, while leaving all others on stand-by. Even the engine is pretty still while this game develops, using it as well as means to get directions on what the engine should turn into.

This game was called Yggdrasil, at least for now, and it is a Tower Defense styled game.

Something i always found really hard and demotivating is the barrier between game mechanics and game content. It is hard to make content specifically for your game without a great deal of mechanics, like editors and well-established rules of what the game will be. Also, without content like maps etc, it gets hard to work on the mechanics.

Since this game is meant to be finished efficiently, i decided to make it fully data driven. Also, the data itself is only text, so even easier!

The following little definition, could be a portion of describing how a weapon behaves at a specific level. This is powerful because you can make new weapons, new everything, and configure everything!
WeaponLevel
{
CooldownTime="0.3"
Damage="70"
GoldCost="100"
CrystalCost="0" FireDamage="5"
CriticalChance="20"
CriticalMultiplier="1.5"
MultipleProjectiles="3"
MultipleProjectilesAngle="2"
MultipleProjectilesDamage="1"
}

To an extent, it is already playable, but in constant development. And i'ts funny because you can modify it big time. For that, i plan to make a little wiki with all properties when the game releases, full modding is possible :)



You can see a little screenshot of a in-development run. Things you can notice:
  • It shows you the money, which is defined in your profile's file. 
  • The money will rise when you kill an enemy. The amount it rises is defined by the enemy's file in a x..y range.
  • The first run ever of a profile is detected and shows a "Tutorial Mode" token.
  • The series of quads will become magic skills!
  • The background is completely dynamic, from files.
  • Green circle is more or less your weapon, which can shoot projectiles, also configurable from files.
  • You can see enemies running, animations fully configurable for all states. You see the hit box too and the health bar. All configurable.
  • And more to come!
For today, this is it :)

Saturday, November 5, 2011

Putting webs into shape!

The engine is being actively developed and improved. A lot of fun things are happening with it, and soon a few samples will pop out!

Anyway, i've been doing some work related to documentation in general and the website. You can visit the latest version on the right link. It is starting to look confortable but is still missing major information. You can also visit the wiki, the center of information on the engine, the goal is to have as much info and tutorials in there as possible :)

Been working into refining the engine current Games interface, better renderization support, and a lot of integrating physics systems.

Also, the side view editor is being worked on!

Soon, a 0.3 version will come, approaching slowly but steadily to the major release 1.0.
Current versions may still have a few bugs, incompleteness or missing features to actually make a full game, but all of that is being taken care of :)