Saturday, April 3, 2010

Tiling completed

Tiling is now fully available in the level editor. Programming didn't advance pretty much this week. This is mainly because I am preparing a music show with my band right now.

Sam posted new arts which are getting good, Kory is leading arts and I will start helping them with environment arts as of tomorrow (easter is familly time here :))

This will permit us to built some basic test level to adjust engin game physics.

Happy easter everyone.

Monday, March 29, 2010

Level Editor

Tiling is fully integrated in the new version of the level editor. Tiles can be of any square size with nice zoom-in zoom-out functionnality. Next step is to create a video tutorial on how to use tiling within the level editor.

Sorry I don't post as often these last days, but my daily job is keeping so busy that when I come home I just want to sit and watch TV. I should get back into it during the next week.

Cheers all.

Thursday, March 25, 2010

Tiling

I added the supports of tiles in the level editor which looks really nice. Tilling is available on all layer independantly. Tile format right now is square only based on 256 x 256 pixel put with a yummy auto-dectect spritesheet frame based on a left to right, top to bottom system. So this permits the user to create tiles 256x 256 pixel but he may put has many frame on the spritesheet that he wants and the system will automaticaly navigate in the pgn file est extract the frame within the spritesheet.

I also added the "Zoom" functionnality to zoom-in and out on the level the user is creating. I added this because even myselft when creating level wanted a more global view of the level (zoom out) and some times I really wanted to get close in for detail checkup.

Monday, March 22, 2010

Slow weekend

Thing have not move during the weekend. I polished a little bit some code but not real enhancement done for the project. I will start producing environment art asset to put together a real test level with the beach theme.

This will permit to test out the new features added for the project and also to fine tune the engin.

Friday, March 19, 2010

Art style

Well in the last 2 days we concentrated more on arts, the style to used, color palette and art guide lines for the game. As a programmer I have little to say on this topics since it is not my level of expertise. Kory has been doing most (in fact all) the job regarding arts.

Good news is that things are taken shape. Hopefully during the weekend I will be able to work on rain and fog particules.

Wednesday, March 17, 2010

Emitters

Hi all,

The emitters system is now fully functional in the level editor. Simply click and drag your emitter, select the type of particule to generate, the color, the size and the life span and it is applied. The level editor also show the animated particule system using the user's parameter.

Other than that I have been mostly doing project management these days to bring back the team together.
Some confusion arose within the team due to communication problems.

Hopefully thing should get back on track really soon as this is my main focus right now.

Sunday, March 14, 2010

It's been a while

Sorry for not updating my blog for a while.

Let say that my daily job drained me this week, I felt like a zombie when I came home and this each nights.

I advanced a little bit the game design document. Kory has created artwork which looks awesome so art is taken shape.

On my side, I returned to coding and my main goal these days is the emitter system which will permit to place particule emitters on the map and displpay to beautifull particules. Right now I have done smoke and fire and next one is the rain particules that Kory that will be added.

This new emitter system will be fairly expandable permitting to change size, color, activation, scripting and trigerring of particules throughout the map.

I should be done on particule during the week and next target is the trigger system and after that yummy shaders. Once all this is accomplish, I will integrated all this in the game engin and we will finally be able to go on with creating the game UI, AI etc...