Mar 11 2009

Lord, Save Us From That Horrible Land, OSX release

Tag: #6: Lord, Save Us,Game in a Weektrevor @ 11:25 pm

Quick note that I’ve finally posted the OS X version of Lord, over in the sidebar. I’ll have a Win32 build of it there within 24 hours, but I wanted to get something official uploaded before I went to bed tonight. :)

There’ll be a lot more talking about Lord tomorrow, probably including a lengthy postmortem about what went wrong during its development, and about what I personally like and dislike about its design, now that I’ve actually had a chance to play it a few times.

So I’ll talk to you all again tomorrow, but right now it’s sleeping time!


Mar 10 2009

Lord, first playable

Tag: #6: Lord, Save Us,Game in a Weektrevor @ 9:15 pm

Just thought I’d mention that I’ve just hit the “first playable” version of Lord, the increasingly incorrectly named “Game in a Week” that I’ve been working on in my spare hours for the past two or three months.

Ordinarily in a “Game in a Week”, I reach “first playable” somewhere between day five and day six, with a few occurring late on day seven.  Since “Lord” is running so late, I’m probably going to give it just a little touch more polish, and then release it as-is.  It’s not a fantastic game (though it’s not nearly as bad as I feared), but it’s a good proof of concept for 3D in the VectorStorm libraries, and I’m very interested to hear how well it runs for everyone.  Depending on how much time work takes up, I’m hoping to have a package available for download as early as tomorrow evening;  I only need to add a few small bits of UI and write the credits information, and it’ll be good to go.

And there’ll be a substantial post-mortem after this one, believe you me!  :)


Jan 26 2009

Lord status update – updated

Tag: #6: Lord, Save Us,Game in a Weektrevor @ 5:11 pm

This is just going to be a very quick update.  It’s been by far my longest “Game in a Week” (currently at a duration of 30 days.  Not that I’m keeping count or anything.)

I finally feel like I’m in the home stretch of development.  There’s about six hours remaining in the day, and I very well just might make it.  :)

Notable new stuff in the past few days:  Got the Win32 build working.  Fixed rendering on 3D hardware which doesn’t support VBOs (this’ll generally be 3D hardware that’s more than about five or six years old, or poorly supported laptop video cards… of course, Lord is rather processor-hungry due to its distorting-terrain-rendering system, so it isn’t likely to run very well on really old hardware… but at least it’ll render).  Fixed even yet more core 3D rendering setup problem;  rotation matrix maths and a flipped rendering frustum.

Also, I managed to spend some time fixing a couple of bugs in the Lord gameplay, when I wasn’t ridiculously busy fixing the game engine itself.  :)

So hopefully I’ll have something ready to go in about six hours!  Watch this space.

[update, four hours later] I’m fading early;  not going to make it to midnight tonight.  Lord is close to done, but it still needs some love on the progression between levels, and some general tuning.  But it won’t be too much longer;  I’ve bought myself a DVD I want to watch, and I’m saving it as a reward for finally getting Lord out the door.  So it’ll be soon, depending on how many spare hours I get after work, over the coming days!


Jan 18 2009

Where we’re at

Tag: #6: Lord, Save Us,Game in a Weektrevor @ 10:08 pm

Missed the three-week mark, too.  Part of this was that I had to fix yet another core rendering problem which was causing 3D geometry to draw incorrectly, particularly in widescreen views.  I also had yet another 3D picking bug to sort out, which took far too much time to crack (For the programmers out there, as you move across pixels on your screen, you’re not varying the angle from the view frustum linearly.  I know, it sounds obvious when I say it, but that mistake was yielding lots of subtly wrong behaviour for me).

But with the above out of the way, I’ve made some awesome progress today.  The core gameplay mechanic is now fully working.  The world now wraps around at the edges (in fact, I usually can’t even tell where the edges are!).  You can now use the mouse to scroll around the world, instead of using the keyboard.

Stuff remaining to be done:  Simple models for a few types of building.  Metagame structure.  Sound effects.  Port to Windows (should only require compiling up a Win32 SDL_Image dll).  And I need to contact a particular band to find out whether I can use one of their old songs for the closing credit scroll.  (I probably shouldn’t;  Lord is already going to be huge, as its main gameplay music loop is about nine minutes long..  I shouldn’t add even more music data!)


Jan 15 2009

Progress on Lord

Tag: #6: Lord, Save Us,Game in a Weektrevor @ 9:33 pm

Well, I think that I may have finally cracked the last major problem with VectorStorm’s 3D support;  I had another pretty major bug in the rendering code, which was ending up having cameras render with the incorrect field of view (generally about 20-30% wider than it was supposed to be), which was completely throwing my mouse code for a loop.

I now have mouse-based 3D picking working correctly in Lord, which means that I believe the last major tech hurdle has been cleared.  I’m now hoping to have Lord completed this coming weekend.

Of course, I haven’t actually prototyped the gameplay yet;  all my spare dev time has been going into sorting out the tech issues.  So even having run to three weeks instead of one, it’s still going to be a bit scary to see whether the game itself actually turns out to be fun!  The time definitely hasn’t been going into fine-tuning the gameplay mechanics any more than usual…


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