Posted by Jussi Lepistö on Feb 09 2009
As part of my effort to integrate Lepton for particle effects, I have been implementing a system of triggers and payloads to make projectiles more interesting in general. The system is heavily inspired by the similar payload system for my old artillery game, Arty, which I wrote about earlier, but of course redesigned and modernized [...]
Posted by Jussi Lepistö on Dec 30 2008
I just wrote my last lines of Python for this year. I haven’t got to particle explosions (I’m going to try lepton for those) or other interesting bits yet, and the code doesn’t actually even run at the moment… as usual, one thing led to another while working on small fixes, and I’m just about [...]
Posted by Jussi Lepistö on Dec 27 2008
As promised (to myself and readers), I have continued game development during the holidays. Not much, mind you, I’ve mostly been enjoying the chance of being lazy for a change, but it’s something, and I hope I don’t get any more months-long breaks in the near future.
I have been working on Artillery Brawl, [...]
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 [...]
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 [...]
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 [...]
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, [...]
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 [...]
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 [...]
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 [...]