New location for game
Posted by Scott_AW on July 10, 2007, 10:37 p.m.
http://www.indiegamingportal.net/index.php?action=game;gid=50
I've created a game profile on a newly found site, Indie Gaming Portal.Mostly to get more input, but I'll continue using 64digits as a sort of developement log for the game.In recent news I've completed the overlaying process and totally changed my map rendering method. No longer …Montage
Posted by Scott_AW on June 24, 2007, 7:31 p.m.
Overlay Shadows/Rant
Posted by Scott_AW on June 23, 2007, 1:23 a.m.
It came to me in a late night trip, overlays should have shadows!
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Quick Update
Posted by Scott_AW on June 22, 2007, 3:48 a.m.
Well I managed to get texture over texture
implemented into the game.
Developing Concept
Posted by Scott_AW on June 2, 2007, 11:59 p.m.
As I tune things up I've successfully corrected the majority of issues involving collisions. Its still not 100% perfect, but you now slide along walls instead of stopping completely when you face them at odd angles.
A new concept came to me, actually its something that Doom used in its …Collision & Gravity
Posted by Scott_AW on May 29, 2007, 5:35 p.m.
Collision and gravity, jumping and crouching. Sink and swim.
Its not 100% perfected but its pretty darn good when comparing how much time it took to implement.Since I had already coded collisions into my maps it was simply a matter checking map info to player info. Gravity turned out …Fake Shade Complete
Posted by Scott_AW on May 25, 2007, 10:51 p.m.
Finally found the time to finish it off.
So after a map is built it goes through a process I've created that shades edges and corners to create a false impression of depth. This allows for more seamless graphics without the cost of processing speed.There is still no collision …Faux Shade
Posted by Scott_AW on May 21, 2007, midnight
Better then before
Posted by Scott_AW on May 19, 2007, 1:40 a.m.
The engine I'm working along is coming along rather nicely.To improve detail I've created a variable that controls the 'detail' level of a map. Basicly what it does is the higher the detail level is at, the more polygons are used to make walls and floors, making light …
Happy FPS
Posted by Scott_AW on May 13, 2007, 12:57 a.m.
I finally chalked up a good 3d rendering system, at least in its infantacy.
With a draw distance of 6400 I manged a solid 42 fps for viewing an entire map I put together in my map maker for 'The Crawl'. I had a rather silly system in place before, …