March 30, 2007

soldier

Another bit of concept art.

February 08, 2007

GUI



I restructured my GUI system so it's more modular. I still have to implement check boxes, radio buttons, labels, and some other controls, but I'll do that later. Now I can work on the game itself. 

January 23, 2007

concept art

Two attempts at creating the effect of depth:



(foreground drawn by Michal, backgrounds by me)

The background will be rendered in full 3D, so it will have an automatic parallax scrolling effect. The foreground layer can also be 3D but it will be rendered with orthogonal projection so it will appear flat. This is because entities like monsters and characters are flat and would look odd rendered on 3D terrain.

January 03, 2007

wip

 

Changes to the interface include:
- scenery window, waypoints window, colouring options combined into one "tool options" window that shows the options of the current tool
- resizable colour palette with variable number of colours
- more display options
- alpha tool

December 19, 2006

C#

I started learning C# and so far it's great. For practice I'm re implementing some parts of PolyWorks which will also give me some base code that I can use for future map/character/etc editors. I like how it's possible to derive gui controls from existing ones; I can make all kinds of customized controls this way with a minimal amount of work. Managed DirectX seems to be pretty easy to use as well. If things go really well I might even rewrite PolyWorks in C#. It would be a hell of a lot of work but I keep getting the urge to refactor PolyWorks. This would be a good opportunity for that and there would also be a lot of overlap with future map editors. I'm not sure yet if it's worth the trouble though.

December 05, 2006

analysis paralysis

Lately I've been doing a lot of reading on object oriented design, and trying to come up with a decent program structure for this project. There isn't really anything new to show but things are slowly moving forward. I did some more work on the gui; currently I'm working on a list box control which is probably the hardest one out of all the controls I'm planning to create. I also changed my event handing system to use functors instead of plain function pointers.

October 28, 2006

htf_Glimmer





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October 24, 2006

progress



I've got a nice framework set up that implements Direct3D and DirectInput for graphics and input. The buttons and text boxes are pretty flexible and I used function pointers to implement callback functions. Next I'll make a working camera and after that I'll probably start making a custom map format. Then there's drawing and animating the character sprites, putting in light sources and a particle system, and putting in some actual gameplay...

September 18, 2006

htf_Emblem

 




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ctf_Oracle








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