Archive for June, 2008

Bullet through the wall

Posted by Jussi Lepistö on Jun 30 2008

My work with the entity system is pretty much finished for now. Everything seems to be finally working and the code is reasonably clean. I don’t want to get stuck polishing the code while it’s still missing most of the planned features. I didn’t get to gameplay / user interface stuff yet, but I hope [...]

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Final stretch

Posted by Jussi Lepistö on Jun 29 2008

Yet more entities
The entity system overhaul is almost finished. Everything looks all right now, but doesn’t really behave… there must still be some bugs left in the physics system. I’ll concentrate on bug hunting and cleanup tomorrow, and hope to get to gameplay as well, next week if not tomorrow. It’s really nice to have [...]

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Entities ahoy!

Posted by Jussi Lepistö on Jun 28 2008

Entity system
Today I’ve continued work under the hood, on the entity system. Both components and entity types are now loaded using the plugin / entry point system of setuptools, which means custom components and units will be really easy to create and distribute. And much easier for me to load. I have a [...]

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Artillery Brawl goes public

Posted by Jussi Lepistö on Jun 25 2008

No coding today; instead, I’ve released the Artillery Brawl code! The game now has a project page and Bazaar code repository on Launchpad. The code is licensed under the BSD license, and I changed the art assets to free ones. They are marginally better than the old ones; see screenshot below.

Also, I combined the old [...]

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Artillery Brawl

Posted by Jussi Lepistö on Jun 22 2008

Today, I got back from Sweden, Arty got a new name, and I continued a tiny bit on my entity system. Rather than keeping the name of my old game, I’m making a tribute to Artillery Duel and naming it Artillery Brawl. Also, I already have some cool ideas for a possible sequel. Of course, [...]

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Arty, first look

Posted by Jussi Lepistö on Jun 19 2008

Finishing unit placement was actually a 5-minute job, so here’s the video I promised. It’s not great, and as you can see, you can’t really see the shells they shoot at the moment (especially since the video quality isn’t that great). That’s on the todo list, though. But as I have previously said, I really [...]

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Groundwork

Posted by Jussi Lepistö on Jun 18 2008

This week, I’ve done more groundwork with entities, and just started on unit placement. Unfortunately, I don’t expect to finish it this week, since today I’ve got other things to do, and tomorrow I’m leaving for Sweden for a couple of days. The entity system is starting to look really nice though, and I’ve got [...]

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The problem with CRPGs

Posted by Jussi Lepistö on Jun 13 2008

Today, two posts for the price of one! This was going to be a game design -oriented post about character development in computer roleplaying games (CRPGs), but turned into a rant. I’ll write about game design later.
In my opinion, the problem with CRPGs is that they are either direct ports of, or heavily [...]

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Alternating states

Posted by Jussi Lepistö on Jun 13 2008

Every programmer knows that sometimes you have to spend time to work on code that no one will ever see. Background work for new features, cleaning up, restructuring or refactoring old code etc. etc. This week I have been doing exactly that. In preparation for implementing unit placement, which requires a bit more interaction with [...]

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There’s noise in my pictures

Posted by Jussi Lepistö on Jun 05 2008

It took a bit longer than I expected (coding progress if inversely proportional to outside temperature), but my noise experiments are done at least for the moment. So, time for some explanation and pretty pictures.
I decided simple value noise (essentially just random values) with Fractional Brownian Motion (fBm) would be enough for now. Besides, with [...]

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