Today, Poly and I worked out some discrepancies with the vision of our game, and have come to a conclusion, and hope to develop the following assets before next week:
- Stand in art for characters. For right now, just ninja, warrior, mage, and archer.
- Stand in level. Preferably wiener themed.
- Stand-in projectiles.
- Finish up bitmask intersection algorithm
- Get vector based movement implemented
- Start on collision. Probably going to require quad tree optimization first.
Wednesday, September 24, 2008
Monday, September 15, 2008
Updates! Blogs! Gads!!!
Today, I made my goal to write a simple Bitmask class. A bit mask is basically just a 2D array of booleans.
The class I made loads in an image, looks at each pixel and any pixel not transparent gets a 1. Any other colors and it gets a 0. Eventually, these will be used for alpha masking and per pixel collision.
Stuff to add to the bitmasks:
- Overlap detection: Report the maximum overlap of two bitmasks for each axis.
- Rewrite in C++, using the Python-C API, so it's more efficient. Right now, using python, each "bit" is really an int, taking up much more space than necessary. If I rewrite in C++, I'll actually be able to use booleans. Of course, that also means I either have to bust out some sort of png library for C++, or send to C++ huge multidemensial arrays. A png library would be much faster, but I'm not familiar with any, so who knows how complicated it could get.
OH! I could use SDL to load and parse the images. And I know SDL. I'll just have to see if you can load in an image without initializing all the root SDL stuff or creating a screen and whatnot.
The class I made loads in an image, looks at each pixel and any pixel not transparent gets a 1. Any other colors and it gets a 0. Eventually, these will be used for alpha masking and per pixel collision.
Stuff to add to the bitmasks:
- Overlap detection: Report the maximum overlap of two bitmasks for each axis.
- Rewrite in C++, using the Python-C API, so it's more efficient. Right now, using python, each "bit" is really an int, taking up much more space than necessary. If I rewrite in C++, I'll actually be able to use booleans. Of course, that also means I either have to bust out some sort of png library for C++, or send to C++ huge multidemensial arrays. A png library would be much faster, but I'm not familiar with any, so who knows how complicated it could get.
OH! I could use SDL to load and parse the images. And I know SDL. I'll just have to see if you can load in an image without initializing all the root SDL stuff or creating a screen and whatnot.
Wednesday, September 3, 2008
Some technical babble
I decided to go with pyglet and python to develop the first iterations of my game. Pyglet is a multimedia and windowing system. It supports 2D and 3D and is built around OpenGL. The main reason I'm going to use it, though, is because it says that PyOpenGL is compatible with it without need for modification, which seems like it will be a huge benefit when or if it comes time for the switch to 3D.
By next week I hope to at least have a fair understanding of pyglet, a base application written, and some images moving around on the screen.
By next week I hope to at least have a fair understanding of pyglet, a base application written, and some images moving around on the screen.
First blog
Well, today I finally came to a conclusion on my game idea. I couldn't decide between a tactics style game, or a worms game, so I'm going to combine the two and hopefully come out with something fairly unique and fun to play.
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