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Posts Tagged ‘ludum’

Another LD48!

25 Apr

It’s that time of the year again: Ludum Dare 48-Hour Game Development Competition.

I’m participating on this one again, and I’ll be posting updates on this blog, and on Twitter (@shadowcovenant, if you want to follow me), and also on the LudumDare website…

I’ve updated my basic LD48 framework with some stuff I think I may need (nothing game related, just some stuff most engines have out of the box)…

image

You can download the framework here, if you want to use it (it has some sample applications that show most if not all the features). Current features:

  • D3D9 initialization and some helpers
  • FMOD interface for sound
  • 2d Sprites (with sprite caching, etc)
  • 2d Particle System
  • Simple UIButton for easy menus
  • Text (through FreeType 2)
  • 3ds file loading (only tested with 3ds generated by 3d Studio Max). Loads lights, meshes and cameras.
  • Small simple math library (vectors and quaternions)
  • Simple 3d camera handling system (just with a “look at” operation)
  • XML loading/saving (might come in handy for configuration files, load/saves, etc. The XML loader was created by Frank Berghen, not me… the writer is all me, although the loader also has save functions, but I’m too lazy to figure out how they work)
  • 3d particle system (based on the 2d one, so very rudimentary)
  • 3d sprite system (quads that always face the camera)
  • LUA library support (it’s actually ripped from my engine, so it’s a good support system for LUA)… Last time I used cutscenes and scripting, and loads of the game code was much simpler because of that…
  • DDS image loading for an offscreen buffer (just supports A8R8G8B8 images). Might be useful for some level design stuff, although I’ll probably go back to my old days of text files.
  • 3d Tilemap (Kind of a blocky heightmap with an automatic texture atlas generation and partition of the map in chunks for possible culling (not implemented)).
  • Voxel system (almost fast enough for realtime regeneration)
  • Simple geometry generation (quad, cube, spheroid, caps and cylinders)
  • Special effect objects (sparks, explosions, although the explosion require some authoring)
  • Full-screen effect systems (to implement glows, or invert the colors, or add displacements, etc)
  • Full shader-based rendering system (no fixed-function pipeline), with simple lighting system (only shadowless point and spot lights, although directional lights should be easy to implement, just a matter of adding to the shaders). Shader system is built with uber-shaders in mind, with easy to add per-material properties (material color for example) and system-wide constants (ambient light, for example).
  • Launcher functions (a dialog box that pops and asks for resolution, sound volumes, window/full screen, etc, in 3 easy lines of code)
  • Simple navigation mesh generation and path finding (based on Recast). It enables to add objects to a NavMesh object (not all objects work yet), and it will build the navigation mesh, which can be queried… It’s easy to extend, if you know how to use Recast. This component is on a separate library, so you “opt-out” of it easily.

 

On the tools side, I’ll use:

  • Visual Studio 2010
  • Photoshop CS5 (for 2d graphics and textures if I decide to adventure into 3d, and for map creation, etc)
  • 3d Studio Max (for modelling if I go 3d, or for title screens and such otherwise)
  • sfxr (or Bfxr) (for audio effects)
  • Live Writer for blogging
  • Everything I get my hands on…

 

No idea what I’m going to use for music, but probably what I’ll go the same route as last time, asking a friend of mine to use his gear… if he’s available, of course… Smile

My expectations for this compo are fairly high… My last attempt was on the top 10%, so I want to do better this time (although the competition is stiff). The remaining themes are also not very inviting, except for Glitch (that would allow me to make the cyberspace action game I’ve been thinking about!)

Probably going for my usual 48-Hour compo drill… Go to bed at normal hours, wake up at 3am to see the theme and go back to bed… then start working early in the morning!

 
 

Nothing of note to say…

16 Apr

Most of my free time nowadays is dedicated to “Grey” (and I post on that blog more often than I do here because of that), so I don’t have much to write about… I’m not playing any games lately (except for SWTOR, leveling another character) so it’s quiet on that front too (looking forward for Diablo 3 and losing myself in it for some days).

So, here’s a screenshot of what I’ve been working on in Grey!

forest01

Will have more stuff posted this week, since I’m taking part in the Ludum Dare’s 48-Hour Competition next weekend, and I’ll be blogging throughout!