Adventures in Programming in General

Posted by Astryl on Sept. 10, 2012, 3:32 a.m.

Well, I'm stuck waiting until Friday to begin my plan for worldcompetitive domination, and in the interim I'm stuck making/fixing/upgrading my toolkit.

Already, I have a plan for my game, which is going to be 3D, and will use the core engine I created for the last comp (Which is just a display framework, really).

I'm planning on taking my failed idea from the last S4D comp (Lightbound), and translating it into a proper game, with a comparatively thoughtful story, and some actual gameplay this time, and fewer attempted jump-scares.

A couple of things I'm trying with the level format involve translating my levels into solid pieces of geometry using a custom-made BSP compiler; since the levels are still grid-based, this'll be fairly easy.

Another thing I wanted, which I've already implemented, is the possibility for layered levels. That is, being able to have Room-over/under-Room, something that was missing in Exile. The reason I didn't do it before was because I thought that adding in support for layers to my level editor would be a pain in the ass; turns out it wasn't nearly as bad as I thought it was.

Then there's the stairs. I want Minecraft style stairs, so that stairways look a bit more obvious and prettier at the same time. That won't be a problem.

Then there's the sloped walls; these will be part of the 'slightly harder to implement under the current circumstances than I like but Meh' category. And by sloped, I mean walls that, viewed from above, can be at an angle. Preferably an arbitrary angle, but given the wonderful implementation of my current level format, I'll have to settle for 45 and 20 degree angles instead.

On my list of 'potential' engine features lies an entry called 'static meshes'. Oooh. Sounds nice. I could've added 'em to Exile too. Only one problem: The lighting system isn't quite right at the moment… which brings me to two potential 'must haves' for the engine:

Shadows and Lighting. Best if shader based, for speed concerns and potential normal mapping. Which would look interesting. This actually requires me to 'bake' my levels into some solid geometric format first, because I need to calculate lightmaps and such. And this being the first 3D framework I've actually gotten somewhere with, I'm very much new to a lot of the techniques that I want to use. Therefore: I probably won't end up implementing a lot of these things. Besides the sloped walls, stairs, and trigger zones, because those are more within my field of expertise.

Anyways…

A fun night wasted…

So, yesterday I decided I needed to learn one of the alternate window toolkits, so I could forever escape from the absolute horror that is the Windows API. Also GTK.

In this spirit, I set forth and downloaded wxWidgets… And rolled my eyes when I saw that it requires one to compile it themselves (I'm getting used to it by now though).

At 6PM, I began compilation. At 11PM, I got a linker error.

Resolution? I'm downloading one of the slightly outdated but precompiled packages. End of story.

Because the compiler takes up so much of my CPU time, I was stuck doing very little during the compilation time; hence: A night wasted. I could've been playing Minecraft, spriting, making music, coding pizza, or who knows what else…

Anyway, arbitrary convoluted blog of arbitrary convolution is at an end. I'm almost in Wall of Text mode again…

Comments

Pirate-rob 12 years ago

Who say you need shadows and lighting for a scary game? Just throw in a couple of gruesome monsters popping out of corners and you achieve the same kind of scare and alertness! :P

Astryl 12 years ago

You're right, I don't need them, but I sure want them. Having a good lighting system becomes a powerful artistic tool, when creating these sorts of games..

svf 12 years ago

Quote:
So, yesterday I decided I needed to learn one of the alternate window toolkits
How dare you.

Astryl 12 years ago

Sorry mom, I'll get right back to hitting my poor broken head on GTK and WinAPI.

death 12 years ago

sounds like a handful to complete in mostly 1 month lol. if any of us have learned anything from 64D it's that:

planning big = disaster.

still i wish you luck. i'm going a very simple route. (since it's all i can do well) by sticking with a nice old 2D survival game. Also i am looking forward to what you do end up making :P

sirxemic 12 years ago

You could also go with Qt. My experiences with it are very satisfactory in comparison with wxWidgets.

Astryl 12 years ago

I already decided to try QT after WXWidgets screwed with me for the last time

McFluffeh 12 years ago

Programming is for…

You know what. You all should know what I'm going to say by now.

Anyways, I wanted to try to learn and make a game with Unity3D in one month.

I don't necessarily think it's going to be good, but hell, who knows.

P.S. Never used Unity3D before.

P.S.S. Ever.

Astryl 12 years ago

I hate Unity. No reason, it's just one of the things I added to my list of things to hate pointlessly after I stopped hating Python, C# and Java.

I have used it, though. Didn't like it.