Worklog for Duckstab[o]

PhyBall

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CodeCleaning ect(Posted 2008-04-08)
Just go me a copy of FruityLoops to use for soundeffects and general audio.

Cleaned Up
Gui_Classes
Audio_Classes

Rewritten dp_Grizmo
Now Oriention related movement is fully working

dp_Controller Template in Place
This is the Machines Main Class It used in an extended format to group
Models,Audio,PhysicalBodys,ControlInputs

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Menu Switching(Posted 2008-04-02)
Menu System is now working perfectly allowing both main and ingame rendering

During ingamerendering all physics updates and keyupdates are suspended for ingame menus and resumed on return

Currently doing Instant Music Swaps but thinking more toward fadein/fadeout for seemless intergration

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Cleaning the Code(Posted 2008-04-01)
Currently doing some refinements to the include files ready for implementing customscripts for greater flexibility and easy level creation

dp_Audio
_This has now been improved to allow for easy loading/pausing and swap channels ie for menu vs game

dp_Gizmo
_This is a new orientation control im working on the complement the camera and move system since various driod sphere forms will control differently
_Sphere RollUP,RollDOWN,RollLEFT,RollRIGHT
_Tracked Forward,Backward,TurnLeft,TurnRight

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Triggers and Solvers(Posted 2008-03-29)
Adding in the more complex class basses to the Engine

dbp_Model
__Setup Data
__Mesh
__PhysicsInstance
__Graphical Additions (Material,Shaders,Textures)
__Physical Additions (Mass,Material,Hull)
__Plus Unique Names for Engine Integrity

dbp_Joint
__Setup Data
__PhysicsInstance
__Restriction and StressLimits
__Plus Unique Names for Engine Integrity

dbp_MTrigger
_This Is a PhysicalEffect added to the dbp_Model.Instance
_Adds Impluse,Force,Linear and Angular Velocitys
_Can be SingleTimed,SingleCalled,nFire(MaxCalls),tFire(Timed)

dbp_JTrigger
_This Is a PhysicalEffect added to the dbp_Joint.Instance
_Adds Min and Max Values to JointLimits
_Adds Stresses
_Can be SingleTimed,SingleCalled,nFire(MaxCalls),tFire(Timed)

dbp_MSolver
_This is a TriggerSolver it Can activate and Stop MTriggers when objectives are reach ie Pos,Rot,Velocity
There no Physical Limit to the number of MTriggers this can control allowing the building of Complex damage effected Physics

dbp_JSolver
_This is a TriggerSolver it Can activate and Stop JTriggers when objectives are reach ie Pos,Rot,Stress
There no Physical Limit to the number of JTriggers this can control allowing the building of Complex damage effected Physical Bodys ie Making Joints Weak,Strong,Broken

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The First Level(Posted 2008-03-28)
Almost 90% of the Media and Classes are ready for the FirstComplete Level. :)

Working on a SingleVolumeTrigger to allow for more easy creation and calling of the db_Splash and db_Message classes

This Will also be Extended into a AudioVolume Trigger to Allow to Positional Sounds

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Yes Audio is finally in(Posted 2008-03-28)
Yep I cant beleave i finally got maxmod to work it was really simple due to the fact that tv3d doesnt use the native Flip command all that was needed was TAudioStream(MusicTrack).update()
LOL i feel so stupid :)

Continued Working On the MusicDataBase and SFXDataBase these will be a combination of Streaming and StaticLoading due to the number of Contact SFX thats going to be need

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Gui and CallBack(Posted 2008-03-27)
Currently Coding the Menu and Ingame Message Classes

MainMenu
-Start
-Profile
-Graphics
-Audio
-Exit

db_MainMenu this is the menuclass it will be extended to allow easy intergration of extra menus

db_Splash this is a ImageShower it can be given
x,y,w,h coords
alpha
SingleImage or Animated Image
Starttime,duration,callback
also db_Effects can be added

db_Message this is an ImageShower with an addition db_Button and db_KeyTrigger (Forced Close,Skip via Spacebar ect)
contains all db_Splash abillities

db_Button this is a MouseOver Button
Currently it uses BoxArea for MouseInteraction

db_Gui_Controller this is the MenuPage Controller
This Stores Last and current active page
Gives Callbacks to Engine to Allow for Game Pausing/Loading/Dumping

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Improving the Concept(Posted 2008-03-26)
To Improve on the Variety of gameplay im adding in Resources
to allow for more diverse play style

You Can Collect
Wood
Wire
Various Metals
Glass
Various FuelCells (Both Liquid and Solid)
ect..

During GamePlay you Can learn the Ability to Teleport Materials to and from your DockingStation also order Machines to be Teleported to the Level
Cost Will be a Factor and Various Sized DockingStations Will have restrictions due to Cloaking and Radar Scanning.

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Progress(Posted 2008-03-26)
Level Design are Coming along nicely

Added Gui Controllers for the engine
Splash and MouseOvers With Timed and Interative CallBacks
Working on the ResourceDumper to Keep the Engine Clean

Also Added GFX class to manipulate static images and buttons to allow for that extra graphical charm

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Personal Note Regarding Needed Design Engines(Posted 2008-03-24)
1a. LevelDesigner
Easy Drop,Placement of both Static and Physical Objects
1b. EntityLayer
Adding in Position/Rotation Data for Creation of WorldActors and Droids
1c. ObjectiveScripts
Going to research this some more have used squirrel before but would like to check out my options

2. CandyLayer
Adding Shaders/Particals to the Level Objects

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Task 25March(Posted 2008-03-24)
Since Ive already Got a large collection of classes setup im going to move onto the First set of tutorial levels.

1. Topics Covered
1a. NanoSphere Controls.
1b. CameraMovement
(The Camera Class is still in progress since to Sphere is Moved in a Global direction this will currently cause some conflict)
1c. Material Interaction
1d. NanoForms (Changing the Material Base of the NanoSphere)

Going to think over tonight if these Should Be a Single Level of Be the First Chapter of the Gam, as i could easily add in a few terrain types to show different FormCollisions and Friction vs Speed..

Currently Im HardCoding the Levels is its easy to manipulate the physical properties but will be adding a Level Designer with the Next few Weeks

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Force Volumes(Posted 2008-03-24)
Began creating the Classes for

Cubic ForceVolumes
Cubic ElementalVolumes

To Allow for additional level difficulties
Attract,Repel (Material Reactions) ie Magnets
Wind, Negative_G
Fire,Ice ie (Wood Burn , Ice Melts , Metal Shatters , Water Freezes)

Using these in combinations will allow the creation of very open ended levels with large replay value as learning new technologys will allow you to return to previous levels and reach new areas,targets

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More basic Progress(Posted 2008-03-24)
Added in More Materials to give more variety to the engine since the physics will give almost unique results everytime

Revamped Some of the Designs for Droids keeping Terrain interaction in mind at all times.

1. Chopper
Mounts a limited Power PropellerSet

2. Grabber
Mounts a Pincer to the Droid allowing you to drag objects

3. Lifter (i,ii,iii)
Grab,Tilt
Grab,Lift,Tilt
Grab,Lift,Tilt,Swivel

4. Basher
Front Mounted Boxing Glove Low Power Fighting Attachment

5. MountedCannons(Ammo,Size,Power)

6. MountedLasers(Range,Power)

7. MountedGuns(Ammo,FireRate,Power)

Complex Groups
1. Vehicals These Cover Various Types (Hoping to add Boats :) and Gliders)

2. SelfLaunch Mainly Used to Destroy Buildings Ect By Launching Your Sphere at the Objects But can also be used to reach distant areas

3. Trailers (These are used for Basic TransPort of NanoCargo)

4. NanoCrates,NanoShperes (These are your Main Fuel and Form Materials (Completion of some levels will involve collecting a percentage of each to Create a MegaDriod,MegaCannon))

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Ahhh Thats Nice(Posted 2008-03-15)
Been Playing around all day with this finally starting to evolve into something along the lines of fun

1. You are a SuperIntelligent Sphere Created using complex nanobite structures.

2. Over the Course of the Game you can Improve
2a. Intelligence allows direct linking with more complex droids
2b. Speed Both LinearSpeed and Rolling Friction can be Improved
2c. Material Composition You can Modifiy Material ie Wood,Metal,Glass
2d. Specials Learn Boost Jump Shrink Grow Explode Split Absorbform AbsorbEnergy

3. The Droids
These Are Basic Machines By Destroying a Droid you Can absorb its Details and General Structure giving you the ability to Create your Own Personal Droids in game

(Clamp) Allows you to pickup Objects within a ScaleLimit
(Hook) Allows you to Latch onto objects Within Range and Swing
(Hook2) Allows you to Do monkey Type movement By Hooking and releasing alternate appendages
(Magnet) Allows you to Stick to Metallic Objects (Also can Pull these objects if light enough)
(Pusher) Add Force to Object infront Good For Clearing obstructions
(Gun,Cannon,Laser) These Can be used to destroy Droid and Obstructions

Generic Machines
These Cant be Created they are found around the levels they
can be Lifts,Trailers,Cannons,Ramps infact almost anything could appear.

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Materials(Posted 2008-03-13)
Started Creating the Materials Libary for the Basic Terrain Objects

Glass/Ice
Tarmac/Wooden/Metal
Rubber

Early Test are quite fun Creating Pinball Style Terrian With Slopes :)

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Concepts(Posted 2008-03-13)
This Is a Hobby Game for the moment to take my mind away from Areonx and SandBox as I would prefer not to stray from coding to much.

Think MonkeyBall and you wont be far off what I am trying to achieve just with more puzzel type gameplay.

Thanks to other projects ive got a basic understanding of the Newton engine so progress should be quite swift

The Game Will Revolve around Three Main Tasks
Timed Run :ie Checkered Flag Fastest Time to the Finish
Objective Run: ie Timed Phases Complete task to gain extra time
Solver: Complete all Tasks Within TimeLine

You Will Control a Sphere With the Abilities to Change its own Materials Mass,Friction,Elasticity to Help Solve the current Puzzels

Due to the Fact that the actual Physics Overheads are small due to local interaction im going to be adding in lots of eyecandy to use some of the wasted Cpu/gpu

Currently im building a Lanscape Editor and Trying to add as much functionality as possible

1. Realtime Terrain Editing?
Using Standard Splatting Methods to Pick location and +/- Heights Conmpared to alphabrush alpha.
Would the Best Way be
a. Get alphaArray of alphaBrush x,y
Get HeightArray of Terrain x,y
HeightArray[i] +/- (AlphaArray[i]*Power)
Then Set HeightArray

2. BaseTexture Manipulation
For This I Use as many Textures as Wanted But use Three Versions 256,512,1024 This is so I can Set Smaller Textures To Chunks that aways remain in the Distance and Switch Between all three when close to the area also Some of these textures will be stretched over several chunks

3. Splatting
This is Still Work in Progress as im still not to sure of the lanscape limitations
Is The Standard Base+ 3 splatlayers per Lanscape or per chunk

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