Worklog for Shambler

Worklog 1

Return to Worklogs

Gone CyberPunk(Posted 2008-06-30)
Off at a tangent....lifts/doors etc. still working but graphics changed ;)


http://shambler.yolasite.com

http://shambler.yolasite.com/music.php

TTorch type added(Posted 2008-06-07)
Let there be light!...not too much though, we want them scared ;)



http://shambler.yolasite.com/music.php

it's me again(Posted 2008-06-06)
I have now restarted work on the SARE Engine after a very long break.

Hang in I've heard that before! ;P

Now coding with BlitzMax and Leadwerks Engine!

I've already done a few things, coding is faster the second time around...

TActuator type handles
Buttons
Locks
Plates

TMover type handles
Doors

hmmm time to add walls...yes they will move!
pits...covers of pits slide on and off the pit
rooms...even rooms can move

must get back to coding!.....see you again soon with maybe a new pic!

http://shambler.yolasite.com/music.php

Progress Report(Posted 2005-03-04)
Inventory now displays objects in 3D!
New cursor displays when an object is in centre of screen and in reach.
New fireball graphics!
New on screen HUD added HP/MP/Stamina bars!

The way doors work...
thought I would add a note about how the doors work.
Click on the lock and provided you have the right key the door will go through this sequence with each click,
Locked->Closed
Closed->Opening
Opening->Open
Open->Closing
Closing->Closed
Closed->Locked

yes doors can be locked again by the player, so best not forget to do this, some of the monsters are smart enough to open the door if you do 'insert evil laugh' ;)




Secret buttons added!..can you see it under the new cursor? O.o


New static type added!

Static objects are positioned in a room then AddMesh'ed to the room.


http://shambler.yolasite.com/music.php

Demo Up!(Posted 2005-02-20)
Uploading unadulterated 'and unmoleboxed' demo...

Compiled in release mode
http://mysite.wanadoo-members.co.uk/shambler/SareAlpha.zip

Compiled in debug mode
http://mysite.wanadoo-members.co.uk/shambler/SareAlphadb.zip

Please test...fingers crossed ^^


http://shambler.yolasite.com/music.php

Progress...(Posted 2005-02-17)
Updates

Objects now appear in 3D in the player inventory.

Implimented wavy cubemapped water, not totally sure if I like the effect though.

Now have the latest version of MoleBoxPro so I will try and get a demo ready for tomorrow.

Working on...

1)
noticed that if an object is on a pit and the pit rises the object doesn't move up with it...

just remembered that I used to parent an object to whatever was underneath it so that it moves whereever its 'host' goes, will add this back in.

2)
Need to code it so when you drop lots of objects in one space it scatters them around you so that they don't all intersect each other...thinking or a random line pick and a meshesintersect atm.


http://shambler.yolasite.com/music.php

Alpha version.(Posted 2005-02-10)
No demo available since I am still waiting for molebox support to send me an update =)

I have now coded objects, rocks/coins/basically anything in the game that can be picked up.

Items are picked by left clicking on them whereupon they are then removed from the world and placed in the player's inventory.

Object can then be dropped by opening the inventory 'TAB' key, and right clicking the object.


http://shambler.yolasite.com/music.php

New Pics!(Posted 2005-02-03)
I have now restarted work on the SARE Engine after a very long break.

Coding alongside the game engine is now an editing engine which is basically a copy of the game engine with extras for placing objects ;)



The Lava in the above picture moves in realtime.




A Lock A Door Some Stairs...you get the idea!

And the Editor...




http://shambler.yolasite.com/music.php

It's alive again!(Posted 2005-02-03)
Things are starting to move again after some code streamlining.

Now working on an editor for the game and save/load of games.


http://shambler.yolasite.com/music.php

SARE Revisited(Posted 2005-01-19)
Well it has been ages since I had the time to work on this.

Now going over the code to familiarise myself on how it exactly works ^^

Oh well...at least it is all well commented ;)


http://shambler.yolasite.com/music.php

SARE v1.10(Posted 2004-02-07)
[Bux Fix]

Reduced world scale to remove the possibility of floating point inaccuracy later on.

Reduced PolyCount in order to speed up Tokamak physics and increase reliability of collisions

[New feature]

New lights!




http://shambler.yolasite.com/music.php

SARE(Posted 2004-02-02)
[Pic removed]

[New Features]

All AI entities and objects in a room are culled if room is culled.

[Bug Fix]

Crouching in a corner sometimes made player fall through floor -.- Crouching Y value was too low which meant the player collision sphere was allowed to penetrate the floor.


http://shambler.yolasite.com/music.php

SARE v1.06(Posted 2004-02-01)
A few things have been going on under the hood.

[New Feature]

Parsing of .b3d meshes is in, all static entites in a room are now children of that room.

This allows coronas to be inside the light units instead of above/in front of them because now these static entities are not pickable but the coronas are.

[Rendering Improvement]

Tested rendertweening and now delta timing is out and rendertweening is in.

Rendertweening seems to give more consistent results when vsync is on/off.

[Work in progress]

Started to add tokamak physics =)


http://shambler.yolasite.com/music.php

SARE v1.05(Posted 2004-01-23)
[New Feature]

Room visibility culling is in!

Door closed Culled...

[pic removed]

Door open Visible...

[pic removed]

Removed Room type, was too cumbersome for culling purposes, rooms are now just a global array.

Door type still in but writes to a global array so that rooms can quickly check the status of doors for visibility checks.

Each Room can have up to 10 connecting rooms each through its own door ( if needed ).

Rooms behind closed or locked doors are now culled with entityalpha 0.0


http://shambler.yolasite.com/music.php

SARE v1.04(Posted 2004-01-22)
[New Feature]

Started adding the inventory system transparent panels and cursor.

Objects are pick-up-able by right clicking on them.

[pic removed]

[Bug Fix]

Had problems with inventory panels in non 4-3 ratio modes so removed these modes from selection.

[Bug Fix]

Added FlushKeys() to menu system, was responding to keys hit out of order.

Added FlushMouse() to inventory system, camera was moving when exiting.


http://shambler.yolasite.com/music.php

Sare(Posted 2004-01-18)
[New Feature]

Coronas!...oooo shiney o.O

[pic removed]

[Bug Fix]

Fixed delta timing problem, where the first frame time would be very large causing entities to 'vanish' to the other side of the world.


http://shambler.yolasite.com/music.php

v1.03(Posted 2004-01-12)
Here's the latest screeny with a new metallic font and metallic textures.

[pic removed]

[New Feature]

2 rooms..wow =P

Each room has a name e.g. "Engineering room" and knows which rooms connect to it for visibility checking.

Textures made in texture maker...still learning atm and it's going to be a long journey ^^

Door entities now have 'Locked' status and interact with lock entities.

Doors now trigger DoorOpening and DoorClosing sounds.

Lock type now added and works like this...

Door does not move when approached, lock in Idle mode
Player approaches lock and right clicks it
Lock in Access mode
Lock beeps
Player enters 5 digit lock code
Lock beeps with each keypress
Lock signals correct code entry with 'unlocked' sound

Door now opens when approached.

If player turns away from lock then the code is cleared and lock goes back to Idle mode.


http://shambler.yolasite.com/music.php

Thinking(Posted 2004-01-10)
I had planned on giving each Room entity a list that told it what doors it had and which other connected rooms could be visible to it through those doors.

Then at runtime I find which room the camera is in and for each door,if it is shut don't bother rendering the connected room behind it ( EntityAlpha 0.0 ) or the lifts/objects etc in that room either.

Now I am not so sure if it will be just as fast using EntityAutoFade and/or setting the camera's far distance to a reasonable value.

Especially if child entities get alpha faded with the parent ( have to verify this )...this would remove alot of code and of course the fastest code is that which isn't run.

This would certainly remove alot of complication, I guess the only way to know will be to try it.

[Edit] Well it has been tried, heres what I found.

Loaded 200 meshes of 4000 tri each in 4.3 secs 800000 tri.
Using entityautofade or camerarange to cull meshes far away or out of view,

2200 fps with no meshes visible.

900 fps with 4 rooms visible.

300 fps with 10 rooms visible.

With these figures in mind I've decided to impliment a simple 'which room is connected to which' and not even cull rooms that are behind closed doors since the performance benefit is too small to bother with.


http://shambler.yolasite.com/music.php

SARE v1.06(Posted 2004-01-09)
[pic removed]

[New Feature]

Engine detects first time run then,
1) Selects a default mode to start in
2) Creates an .ini file to store game configuration

[New feature]

When graphics mode is changed the engine saves the new mode to .ini file and changes mode next time the engine is started.

[Bug Fix]

Jumping while on a ladder did not stop when the top of the ladder reached, added ladder height to laddertype to fix this.

[Planned Work]

Save all game config data to .ini file
Save_xxx function for all entities.
Create Lock type for locking/unlocking doors/lifts.
Create Button type for operating doors/lifts.
Create Object type for in game items and inventory.
Impliment room to room visibility.


http://shambler.yolasite.com/music.php