Switch Game Engine
Monday, August 15, 2011
Switched to Unity
Well, at this point I just want to get a finished game out there so I switched to Unity3d. In this one weeks time I completed Alpha v1.0 of my game, Avoider. Hopefully by next week I will have a private or maybe public beta ready! All that's left to add for a beta would be an extra game mechanic or two, and more media (the main menu is currently using Unity's default GUI design). In the future I will be working on a game that will hopefully utilize the editor that I've been working on for a while, but still be powered by Unity. Next week I will definitely upload some screen shots and possibly a beta!
Sunday, August 7, 2011
Graphics Improvement
I was sick for a couple of days this week so I didn't have as much time to work on the game as I would have liked, but I managed to add some shaders. Per pixel lighting and bloom are working, however the game lags a ton when they are used with CEGUI so I have to look into that more before moving on. My goal for next week is to have working per pixel lighting, bloom (preferably HDR), normal mapping, and GUI. Sounds like a lot but most of it is done.
Sunday, July 31, 2011
Gameplay
I started on the gameplay for my first game that will be using my game engine. The camera, player movement, and other basic game mechanics have been implemented and now I can start making it a fully functioning game! I also implemented Crazy Eddie's GUI so the game will really start to take shape soon. By next week I plan on having the gameplay and in-game GUI finished and then I can start on improving the graphics using shaders, adding sounds/music, making the menu's, and finally releasing it!
Tuesday, July 26, 2011
Editor Coming Together
I forgot to post the last 2 weeks, but I still got some stuff done anyway. Most of it is just fine tuning and making the editor actually usable. I fixed up some of the windows, fixed many glitches, and started working on objects to allow for easy modding by the user. I think I said it a few weeks ago that I am converting my all purpose editor to a level editor for a specific game to be used for modding. I started working on that game, but it doesn't really need an editor so I'll be taking a break from the editor to work on the game. Hopefully by next week I will have some interesting screen shots!
Monday, July 11, 2011
New Transformation Gizmo
I didn't get a whole lot done this week, but I started upgrading the transformation gizmo. I originally had it as a model that is loaded for the current transformation type (arrows for movement, etc.). Now I'm creating the mesh in the code, and changed the original style to the style used in most 3D editors. For movement the gizmo is simply 3 lines with arrows on the end of each. I didn't do this from the start because I was unsure of how to check if the user clicked on the gizmo, because they are lines. But, now I make the model and make am mask to be used for mouse picking. The rotation gizmo is almost done and that's the most difficult because it's a circle, so hopefully by the end of the day the gizmo will be done!
Monday, July 4, 2011
Object Editing
I mostly improved/added to the object editing aspect of the editor. I changed the way the object editing worked and looked, of course you didn't know how it originally looked, but the new version is a lot nicer and easier to use. I also started the entity editing for an object. An object contains any number of entities (models, lights, etc.) and I started on the editing of those entities. I also fixed some global variable problems that I had in the code, it didn't affect the result of the editor, but it's a lot cleaner code now. I also added the ability for me to add a new viewport at any time anywhere on the screen, which will be very useful when I get the point of editing mesh properties, shaders, etc.
Sunday, June 26, 2011
Busy
Well with a combination of PS3, work, and camping I got nothing done! I'll try to continue tomorrow, it's just a matter of motivation now. I guess I have to concentrate on the finished product, check back next week for some updates!
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