Archive for February, 2008

Generalizationismic

Posted by Jussi Lepistö on Feb 28 2008

Phew, been a busy week, but today I got quite a lot done again. I generalized the code for input mapping, component subsystems (which are responsible for managing the entity components of a game world) and collision handling, and I’m quite happy with all of them at the moment. Terrain is also a bit more [...]

4 responses so far

Component-based fun

Posted by Jussi Lepistö on Feb 25 2008

As I suspected, most of yesterday was spent snowboarding and playing board games, but today I have been working quite a lot on the game again. Specifically, I’ve been working on component-based entities. It was quite a big a change and it essentially had to be done all at once, so the game didn’t even [...]

One response so far

Day four: entity types

Posted by Jussi Lepistö on Feb 22 2008

Got more stuff done today. I started on entity types with a type database, added a simple texture manager and again structured and consolidated lots of code. Entities are all the visual and/or physical objects in the world: at the moment the terrain, units and shells. Entity types define properties for entities, and entities can [...]

Comments Off

Slow day three

Posted by Jussi Lepistö on Feb 21 2008

As expected, today was a bit slower on the coding front. I did manage to implement a unit-based turn system (as opposed to a player-based), meaning a player can potentially have multiple units and not all units have to be controlled by players. There’s also really basic collision response now: shells disappear when they hit [...]

Comments Off

Day two

Posted by Jussi Lepistö on Feb 20 2008

Like yesterday, I didn’t get what I wanted to done, but did get as much done as I wanted to. Summary of today’s accomplishments:

Physics simulation for all objects, thanks to Chipmunk (see screenshot #1 below)
Units can now shoot, but turns don’t change yet (screenshot #2)
Input mapping is done in a really nice, general [...]

Comments Off

Plan for the day

Posted by Jussi Lepistö on Feb 19 2008

Ok, I’m all ready to start development for today. Today I’m going to focus on gameplay and playing around with physics assisted by Chipmunk. But first I’m going to write a bit about my plans for the game.
There are two major gameplay features and one programming technique I want to emphasize. Let’s get the dull [...]

Comments Off

Day one

Posted by Jussi Lepistö on Feb 19 2008

Ok, so I didn’t actually update during the day and didn’t get an actual playable game prototype done today, but I’m damn pleased with my progress in any case. And I don’t remember programming being this satisfying for a long, long time!
Anyway, I got randomized, heightmap-based terrain and basic units implemented. You can [...]

Comments Off

Roots

Posted by Jussi Lepistö on Feb 18 2008

Morning.
First order of the day is a little rant and laying out of plans. As I said in an earlier post about my history as a game developer and yesterday’s post, I haven’t really done any game development for a long while. I think my problem is perfectionism.
“Back in the day” I used to just [...]

One response so far

Programmer’s block

Posted by Jussi Lepistö on Feb 17 2008

I know, I know, I haven’t written an entry for a while, and I haven’t actually got anything done either. I’ve been struck with programmer’s block: for many days now I’ve fired up Eclipse and just stared at code but getting nothing actually done. I just can’t seem to get myself to write anything. It [...]

One response so far

Rumours

Posted by Jussi Lepistö on Feb 02 2008

Rumours of me disappearing have been grealty exaggerated. Though being ill and concentrating on studies (for a change) have stopped me programming for a while, nothing has been abandoned. In fact, I did what I have been planning to do for ages: I learned Blender. Now I can hopefully make my own test models instead [...]

2 responses so far