Worklog for Duckstab[o]

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Plan of Action(Posted 2006-10-04)
Having been searching the net for several months for a nice stable developement Pipeline ive come across one big factor ...COST....

Speculate to Accumulate

This is a reference to keep me on track and stop an endless spending without profit..

1. Budget £1000
this is the target ive set my self for the first phase of my venture as it is a realistic target for me to fund atm.
Once the budget is reached no software media my bought without profit..

2. Plan of action
It seems that the puzzle game format is the most frequent format to hit the online community from smallware developers and repackaged game designs do sell well this would be a sound area for a smallware developer to enter

3. Targets
I Want the games to be both a learning experience for me in the programming and media development side of things aswell as a base funding for my smallware firm

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Material and Shader Browsers(Posted 2006-08-30)
Started Work on Material and Shader Browsers to allow testing realtime as the will save a lot of headaches in the future.

Considering creating a Brush setup what will load up multipul materials and shaders to a mesh. this will result in less code in the app and neat coding

This will be a simple programme and lets use set up basics with ease

A mesh with 5 groups has the possible setup of

Mesh_Ngroup*NMaterials*Nshaders ie a lot

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Performance tests(Posted 2006-08-22)
Been testing out possible methods for the particals and performance is better than expected

Using the tv3d minimesh system which renders in a batch format is was able to have
100,000 spheres set at 32,32 segments textured with a 512,512 png
each sphere has a random color value of 255^3 and a random alpha of .01 to 1.0

using this method i was getting render rates of 7-12 fps

Can this be taken further ?

Yes :)

Latest test i used 200,000 spheres that were 4*4 segments with the above random color and alpha
this renders 24-36 fps

all the tests were done at 1280,1024 with 4*AA

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Pain in the ass(Posted 2006-08-16)
Finally got over a parent orientation bug i had been suffering from for the past few days silly typo :) ....

While this was going on ive been working over the Enemy and player ai_path functions to allow for several
option to add more flexibility

Enenies now have AI_target Groups which help them choose there next action..

1. Cure
1a. Cureself
1b. CureGroup
1c. Stat+ self
1d. Stat+ Group

2. Attack
2a. Attack node
2b. Attack Damage Foe
2c. Attack Negative Foe

3. Defend
3a. Defend Node
3b. Defend Friend and Cure
3c. Defend Friend and Attack

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Character Models(Posted 2006-08-09)
Progress of the first male model is coming along nicely

Currently using two builds to see which has the biggest performance hit on the engine

1. The First model uses a Basic Animated Mesh full uv and bones and is a high poly model
I using a renderlayer to create the Character textures on the fly
So far the model has 24 groups to allow for a larger variation in character Skins
When rendered still only uses one texture layer
1.b the character will still have some child meshes added for effect but mostly just changes to the core groups textures

2.The second Type is a lower poly version of the above this will only have 8 groups for the renderlayer and will use high poly children to act as equipment this will look better but i can foresee a frame rate killer ... fingers crossed it dont

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character Building(Posted 2006-08-07)
Spend a whole day away from the engine to clear my mind and work on some new concepts

1. Character Building
I dont want this to be a game someone can do a guide for to complete in a day.I want is to be a unique experience for every player every time they start a new game

2. Races
Every character in the game will have a race be it humanoid mammal or other worldly this sets basic restictions and enhancements to your basic player. This will be the foundation of all characters in the game but i want it to be much much more
Im currently working on a Race preditor tree to enable the used of hatred and love between races to give the game more scope.

From this i have a little master plan for it to effect the game from start to finish

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Path Finder Complete(Posted 2006-08-06)


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Tools of the Trade(Posted 2006-08-04)
Well all level basics are in place and i have a sound foundation to build the engine around

Progress so far

LevelLoading 80% still want to add level script loaders

Pathfinder 100% atm but it still might change due to an idea i had of land water and air Creatures

Basic Statistics For Character Progress so far

Base_Stat
Race_Stat
Job_Stat
SJob_Stat
Bttl_Stat
Char_PLR 'player
Char_ENM 'enemy

Started working on
Passive
Tech
Magic
Equip

Concepts in progress

Working on several concepts for leveling ideas and game modes for the battles

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Improved Path Finder(Posted 2006-08-04)
Have been running my code for half a day finding ways to optimise the Pathfinder finally had my break \o/.

A 1296 noded map compiles in 45 secs but this is using newton physics to compute the path and the app rendering path finding realtime ie 1296 cubes and map rendered per calculation. So im only rendering for debug so im hoping this baby will compile that size map in 5-6 secs allowing for random level creation to further push the game

[edit] Improved on the improved \o/
just realised I had a call which made reference to all live nodes in the nodelist when it was supposed to be the culling list :)

Compile time 11secs

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Map Pathfinder(Posted 2006-08-02)
Finally after 3 days of work Have managed to implement a version of A* into the 3d enviroment
For point accuracy a 1296 noded map will take 2-3 minutes to compile but only 2-30 ms to load into the engine since compiling only needs to done once this isnt really an issue

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Progress 2(Posted 2006-07-29)
The Basic Map Creation sofware is almost there just a few bits to tweak

Filename:

Early Primative design is coming along okay

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Early Progress Shot(Posted 2006-07-28)
Filename:

Using 4*AAiliasing
using 16*Af
120,000+ poly count in total scene
8 rendersufaces
4 animated ninjas

and still in the 750-800 fps :)

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Concepts and such(Posted 2006-07-28)
Areon-x : Foundations is a Turn Based Rpg similar in design to the great games that have givin me the insperation to put my ideas into a solid playable game.

FFtactics
Breath of Fire
Disgaea
.. to mention just a few.

1. Concept
The Basic Concept Revolves around Tactical Turn Based Play Of 2 or more teams.The Teams Battle their Way over a 64*64 Map this is the Smallest size map available.Their Aim is the get control of Special Targets Within the Map

2.Story
Well its still in the making atm but heres a few basics..

Coming from a poor town and not being the best behaved member of the community work is hard to find so you and your friend leave on a adventure for riches untold

Sadly things dont go as planned your big head gets the better of you and you both are forced to work hard labour for a local scavenging gang looking to expand on their territory.... and from there many magical things happen as you find items and areas lost to the world for several millenia and uncover a dark secret thats ready to be unleashed once again

3. The engine
The main engine is using TV3d 6.5 and Blitzmax via a C# (nice one Glimmer :) ) wrapper all media is being designed by me atm as there will be little funds available until the project grows.
It will be fully 3d as will all characters and weapons.
support options for
Anitaliasing
Several popular resolutions
Sound Quality
level Quality
Texture Quaily
will be avialable to help this game reach a large range of computer specs

thanks for your time hope to be posting soon..

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The Cards(Posted 2006-06-07)
Having done some pen and paper maths I have come to a final Base for the Card Designs ie the Stat Side.

1a...The Basics
.......Each Card has ATK,DEF,HP these are the core attributes
Next the Cards have one of Four Jobs.
Each Jobs has Three Basic Skills.. these are secret :)
Finally Each Card has an element attached

1b How to Custom Cards
...Cards you win Can be used in several ways
...Cards can be sold at special prices
...Cards can be Stripped and add skills to the data bank or add gold to your inv
...Cards can be levelled up to the highest lvl card they have defeated this eliminates power leveling.

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Concepts and such(Posted 2006-06-04)
Ive Tried to create card puzzels in the past yet have always failed due to the item management needed...

Thanks to blitzmax this is finally possible to me :) yay

1. Concepts
Most of the ideas for this game came from playing the following...
Magic the Gathering
Yugi
FFX9,FFX8
Dragon Quest 8 .... note no card game thinking more towards leveling mech

In most of the Battle Card games i have played its more a game of luck than skill this is something i wish to change

2.Basics
2a. The Board
The Game will take place on a board of various sizes depending on game mode and number of players
2b. The players
At the moment im sticking to single player as ive never done any network code as of yet.. A player can fight up to 5 Cpu at once.
2c. Game Logic
The basic of the games are turn based ie player1 then player2 and so on. But im creating special cards that can change this balance to make the game flow better.
2d. Deck Size
This will change depending on which game mode that you have entered the smallest is four the largest will be 60+
2e. Cards
This is where my game come into its own. Im planning on having some 80-100 preset cards each can be levelled in many ways.

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editor Files Structure(Posted 2006-02-13)
So far the files are

1. Racetypes.xml contains base details like Humaniod,Dragon ect. This is used to loadin the correct model/sprites and setup the Equipment layout

2. Rskills.xml this is a compiled list of Race Skills and is divided into Racetype catagories for compatability

3. Pskills.xml this is a compiled list of Physical Skills and is divided into Racetype and Physicaltype catagories ie Lizard only or Longsword only

4.Mskills.xml this is a compiled list of Magical Skills and is divided into Magictype Catagories ie Fire/Water/Wind/Earth.

5 Rpassive.xml this is a compiled list of race passive skills and is divided in racetype catagories.


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Race Structure Setup(Posted 2006-02-13)
Have rapped all the gadgets for race creation

1.Race Details

2.Magic Ranks

3.Physical Ranks

4.Race Skills

5. Race Passives

6. Base Stats

7. Core Stats


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more additions to editor(Posted 2006-02-08)


The script to create this is 1.24k in size
it contains Coords picture refs wrapped gadgets combo lists for easy combo creations

panels can be placed anywhere might make these free gadgets to move while programme working

[IMG]http://files.photojerk.com/duckstab/collection1/ScreenHunter_12.jpg[/IMG]
<img src="http://files.photojerk.com/duckstab/collection1/ScreenHunter_12.jpg"></img>


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still working on omproving layout(Posted 2006-02-08)



brushes are the work of
http://annikavonholdt.com


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New style gui(Posted 2006-02-07)
Over Laying images onto the gui is something that i wished to do from the start.

I can now achive the basic concept using wrapped panels to act as the gadgets available in bmxgui


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Started to configure the gui(Posted 2006-02-07)
I would like the gui to feel like the old D&D character sheets just started messing with a few ideas



images not mine :)
Think the ps filter look will work so have started to create a series of images just got to work on a tiling method


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Character Creation continued part one(Posted 2006-02-05)
Have Created 3 Main Types to Run the Gui
GWindow
GPanel
GGadget

Reading in the Rtemplate.xml Begins the process of creating the gui as its all done on the fly

<Panellayout x1="10" y1="10" x2="180" y2="200" >Baseinfo</Panellayout>

this wil cause the programme to create a new panel type and Panel:Tgadget

Then Ive wrapped the existing gadgets to give the ability to access all there capalities in one function call using methods like ie

<Combo x1="80" y1="135" x2="80" y2="20" text="ComboRank">Baseinfo</Combo>
"Baseinfo Defaults to 0 in this case but is used to select a gadgetitem of the combobox."
Tells the programme to create a combobox containing the children the a in Comborank in the xml file
So far things are going great
gotta thank mr Silby for this baby it realy rocks


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New Xml Configured Character Creation(Posted 2006-02-03)
Having finally got to grips with the finer aspects of bmx gui I am well on my way to finishing the character creation part of the programme

Using Xml files and a template designer you can create a master file which designs and describes all the basic skills and stats a character may have this files then become the basis for all character creation.
Skills being knowledge in a certain area of combat

Im using a intellitype as i call it to read and create files this is a master type linked to infinate base types letting you create any battle system you may require

I suppose its a gui editor in its own right but that was just a by-product of the programme its self

once a base design has been layed out you have to select cost values to each stat/skill this will be used to balance the whole engine

this becomes the template file for the engine and is used in the character creation

There is a second app that lets you design characters within the paramiters of the template file

basic layout editing has been added but still working on strip anim ranges ::: Hope to be changing this to frames once we have bmx3d \o/ well i aint in any hurry as this is gonna be a 12+ month monster to create


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New Type Designs(Posted 2005-12-03)
Have Made a Large Overhaul of the Character Types

All Character Types now Contain Stat Arrays to allow for greater Flexibility to the combat engine.
This lets you use battle systems that use anything from one stat to 100+


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DuckyGui For BMX_RPG(Posted 2005-11-18)
Have Been Getting used to bmaxgui and i gotta say it rocks

Progress:Basics

The Basic Gui has been set up now with a method of Tab trees to enable quick Access to the Different tools available in Bmx_Rpg

I have Set up Panels for the Following

Map_Design
Contains
1: Canvas
2: Gl and Dx Render Switch
3: MoveMode PaintMode Switch
4: LayerTree and Layer Switch

Character_Design
1: PC_Creation
2: NPC_Creation

Item_Design
1:

Magic_Design
1:

Partical_Design
1:


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Map Creation(Posted 2005-11-06)
A basic map will consist of a 64*64 grid the actual pixel to grid ratio isnt fixed so i can use 128*128 tiles if i wish

Each map has a max of 15 layers
which can be any of the following
baselayer
Shadelayer
Lightlayer
Collisionlayer
SfxLayer

Really starting to come along nicely \O/
hope to post some screenies or working demos soon :)


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The Map making(Posted 2005-11-05)
Having gone over this process many times and trying to create a nice balance between speed and quality the Map type has also been refined to use TileTypes and Prefabs this gives the abilitie to use tiles from 1*1 to 16*16 to draw maps this will also allow you to draw prefab buildings that contain a collision layer and visual layer


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The World Maker Engine prog 2(Posted 2005-11-05)
Each Custom Type now also has a prefab instance this is a intelligent type that creates a map within empty spaces ie

World Map is a 32*32 grid
This contain 5 continents 4*4

This means the World map needs only 5 continent types and one prefab type to create the missing 944 tiles

this cuts down the amount of memory needed and speed the whole map engine process 1000 fold


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The World Maker Engine(Posted 2005-11-04)
World Tree Progress 40/50%

The Engine Uses a Special Tree of Custom Types to contain a large number of Maps

1=world
2=continent
3=county
4=region
ect

Each part of the tree contains info for parent ,neighbours and children to allow quicker searches

At the moment the engine allows for 281,474,976,710,656 Maps dont worry these are managed in a way that breaksdown the file info by using a seed method for wilderness ie rnd maps and Tree saves that are small files that contain basic info for quickloading and building of high detail areas within a area


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New improvements (1)(Posted 2005-06-28)
Have Added To Firing Types

15 Bullets Formations

And 4 Bullet Paths
Horizontal
Angled
Focused
Homing

Have Added The Following Ship Types
Horizonal
Angled
Focused
Homing
Waver
Pulse

Most of the Base Mechanics Are in place has Started Work on the Shop

Currently improving on the my Tlist Setup using a Grid to only Check Collision With entites of a certian Distance since
Some times there may be as many ass 200 on screen also
this will improve collistion Checks With the Border Terrain and Static Objects


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Player Setup(Posted 2005-06-21)
Changed the Firing Modes around to Allow More Variation to the player Setup

Now You Can Have 3 Firing Modes Active Depending on the overall Power of your Current Ship

One Type of Bomb
so Far there are five
One Type of Shield
so far thereTwo
One Special
this can effect base powers,pods and speed

Up to Four Pods which Can Be Attack/Defend or a mixture

Each Ship Can Also Have a Number of upgrades fitted including Bonuses To Shield,power,podmax,FireRates,Damage,Speed,Earnings

At the Moment There are Ten Types of firepower each With
Five Grades ie 1 to 5 bullets or various paths


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Weapons(Posted 2005-06-04)
Most of the Weapon Classes are in effect

You Start Will Grade E Bullet Which Has Three Basic Firing Modes
(Forward 2)
(Top 1 and Bottom 1)
(Rear 1 And Forward 1)

PLus Level 1 Charges available on each this increases the power and quantity of bullets fire for a single Shot

Forward Shoots Four Grade C Bullets at angles
Top and bottom Create A Tempery Shield
Rear And Forward Creates a Bomb that Shots 10 Grade D
Bullets Which Fly for rear to front


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The Beginning(Posted 2005-06-03)
Raven 2010 is a Space Shooter

Basics Side Scroller Rtype Game With a Few Additions :)

It will have a Sector Map and at the end of each level you can choose where you wish to go next

There will Be a currency that can be collected to buy and Create Upgrades For your Ships

These include pods shields weapons and armour

at the moment a ship can have 3 weapons active and Two firing modes for each

standard and Charged ie like in Rtype

Thats 6 Basic Firing Modes

Currently Knocking up Some Sprites To test With Hope to Give an update Soon

BTW BMAX ROCKS \o/

:)


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ideas 1(Posted 2005-05-20)
it will work around the match 3+ formular but with a few tweaks to allow a greater variation in game play ie

match color
match shape
match both

each level will have target ie

50 stars popped
or
50 red popped

or could be

50 stars popped
and
5o red popped

combos will also be added allowing you to buy specials that alter the virus table


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The concept(Posted 2005-05-20)
having played lots of games from pop cap and downloaded from real I found a lack in their game styles they become brain numbing within minutes so I came to think could I do better

Since Blitzmax is VERY fast on the 2d side I have selected this as my platform

Game Concept similar to that of all the match 3+ games ie Colums,bejeweled and many many more just not so restrictive

So here comes Klak and Bodgit

May the coding be with you


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First testing of gui(Posted 2005-05-07)


Just checking the entity order commands work
and that it can be changed to work with both camera types

:) Not my pic by the way just slapped it in for testing


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Battle System(Posted 2005-05-07)


started work on a battle system active and turnbased similar to final fantasy x-2

This uses player movenent aswell which will allow for players to attack each other mid turn

The hexes are for pathfing


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Single Surface Features(Posted 2005-04-17)
Adding in a function that will let you load in a selection of models for manipulation

A small function Will Scan Each Model Check what Brushes are used and pack the used textures in a single texture

Then the next function Changes all models uv to match the new texture possitions within the Packed Texture

This Will make it possible to create say 16 different models using 256*256 textures all on a single surface

plus the number of different models can be increased if they use the same texture

then the only restriction is the poly count per surface


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Reworked Primatives(Posted 2005-04-15)
Sided Primatives worked okay yet think im to early in development to use these without tons of useless code So have changed the methods used

A Tile is create form any size form 1*1 to 10*10
each tile is made of 1*1 sectors ie a 10*10 tile has 100 sectors

A sector is a 1*1 tile that is made up from primatives
ie 20 primatives in a single sector

Currently Reworking Level Format

Export For LightMapping Works

Having to Give each tile a Specail Brush So it is easy to Break the level back into sectors and apply standard brushes


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Update to System(Posted 2005-04-11)
Sided Primative System fully working :) no more Duped Tris

Started Working on Tileset Exporter To Allow for Lightmapping if the user Wishes

Several Different methods of level creation in construction


looking good at the moment


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Testing large tile map(Posted 2005-04-03)


Level created from 100 tiles each made from 9 primatives
Final level created using three meshes Cap,Wall,Floor

Working on faced primatives ie one,two,three or four sided

This would elimate 2 thirds of the polys in the above level
ie 7200 tris less

Feature Surface and Interative Surface under construction

:) feeling like its getting somewhere \o/


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More primatives to build with(Posted 2005-04-02)



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Constructed tile base(Posted 2005-04-02)



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Early Primatives and Tile construction :)(Posted 2005-04-02)


2/4/05..

Created 18 custom primatives to begin engine testing and Level Creation

File format still in progress

atm Primatives are stored in data arrays and included into the Main engine this I hope to change to a unique file format

The Screen shot shows a small tile random it contains
3 surfaces wall,cap,floor
and is made from 4 custom primatives

:) nice nearly 999 fps \o/ still


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New Engine in construction(Posted 2005-03-31)
Ive been working on a tile engine for some time now and have had some success yet it has proven to be a bit of a high poly process and needs to use a very intensive culling method so back to the drawing board

31/3/05

Started working on Version Two of Engine Duckstab

Concept

1. levels

Each level is created from a collection of tiles ie 10*10 tiles or 100*100 tiles any size tbh and will contain 3 maybe 4 surfaces if needed
Culling will be available to allow more texture usage and greater variation in level tiles
ie level constructed from several meshes
(A level is a collection of tiles)

2. Tiles
Each tile is 30*30 units a level can be made from as many of these as you wish
Each tile is made from 9 sectors that are 10*10 units
Each tile will have 3 maybe 4 surfaces they can use identical surfaces as other tiles to save on surface count

3. Sectors
Each sector is 10*10 units
A sector is made from custom primatives created in the editor
Each Sector can contain several primatives it up to the user to make sure they dont duplicate tris and verts

4.Primatives
Each primative is contructed using a 11*11 array
holding vertexes and their order.
The idea is to make primatives with the minimun polys needed While allowing for a variation in textures
A primative has 3 surfaces
Top
Sides
Bottom
these can be chosen as is needed ie top down game
...ie Single tier you would ony create the Top and sides
Bottom can be used to create varition in floor textures
...ie First Person Shooter singl tier you would only use Side surfaces as top and bottom dont count
...ie fully 3d gameplay Fps would need all three to make a game viable

more update to come
:) Duckstab


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updated archways(Posted 2005-03-22)


basic archways
only using planes for floor and ceiling at the mo which is causing low frame rates going to be switching to quads once culling system fully running


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early primatives(Posted 2005-03-15)


test using 8 tilepieces to create a 10*10 tilemap

4 wall sets
4 features

door ways in construction

will be switching single texture per suface for walls and a tiletexture for the extras as seams will not be noticed so much

possible 2 or 3 surfaces for wall

improved culling system still a long way to go


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progress 1(Posted 2005-03-09)
early beta shots below

The level is loaded from a 14*14 binary sector map
each sector is a 10*10 binary map

level builder in early stages

first wall primatives in construction to allow windows door ect

culling in progress and moving to multi surface meshes with two textures and two uv channels
the idea is to build map using similar methods as the neverwinter map engine
screenies soon :)


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Concept(Posted 2005-01-30)


FinalFantasy Style Card game


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gui concepts(Posted 2005-01-30)
just my first idea of a gui layout






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The Concept(Posted 2005-01-28)
Having seen a lack in puzzle games around I have chosen to enter this domain for a bit and see how me old brain works

http://www.duckstab-designs.0catch.com/page1.htm



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Map Generation(Posted 2005-01-19)
The ideas




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