Remember that clone of Asteroids I began coding one weekend last May? Well, I picked it up again the other day and added some finishing touches. The biggest problem I had been having was getting SDL extension libraries working, namely TTF and Mixer, but I have them operational now and have implemented a basic in-game display, a high score table, a menu screen with adjustable options, and am in the process of adding sounds. And once sounds are in, this thing will be complete!
I intend to distribute this open-source, so I've done quite a bit of housekeeping, cleaning up the code to make it as understandable as possible. Also to avoid embarassing myself with bad programming practices. It'll be another day or so before it's out, but it is about two feet from done.
Thanks again to Mike Sovey, who did all the graphics including the new splash screen. The game looks great, and plays like Asteroids, so it's fun if you like Asteroids, and if not then it's still written from scratch in C++ with SDL.
17 March, 2009
14 March, 2009
iPhone Proposition
Good friend and esteemed peer Skitch contacted me the other day requesting we meet at DeVry. I seldom get a call from him, so I was quite intrigued. As it happens, he has been working on games for the iPhone with a small local outfit, but he's more than a bit dissatisfied with the job, and he met with me to discuss a business venture into the same feild. Now, I'm not sure just how solid it is yet, but I told him I'm up for it because, in fact, I am.
The idea is to continue in the feild he's been in, developing games for the iPhone, which can apparently be pretty lucrative if it's done right. Just based on the available inputs on the device I'd say there's a lot of potential for entertaining, casual games which are addicitive enough to be worth a couple bucks but easy enough to put down that you can play them on the train.
All iPhone apps are written in Objective C, which is very similar to C from what I understand, and are made with a special, all-inclusive and surprisingly intuitive SDK, which unfortunately can only be run on Mac OS X 10.7 or greater. This would mean that we would both require a form of Mac (a Mac mini is avaiable, with student discount, for $545, the cheapest possible solution) and at least one iPhone between the two of us, as the SDK comes with an emulator.
Scott was talking about getting the business aspects worked out, Trademarking Awe+ Games and such, opening a business bank account and getting a business loan for the hardware, which is all important I guess, as I suppose there isn't much more we need to look into before moving ahead. As I said, I'm not 100% this is going to come through yet, but I'm hoping for it. The innovation possible with the iPhone's controls are quite exciting.
In other, unrelated news, Team Playground will be meeting for the first time since our GSP360 class ended this coming Tuesday, and we'll see how serious we are. I might be working on two indie teams at once, which is more than fine by me.
The idea is to continue in the feild he's been in, developing games for the iPhone, which can apparently be pretty lucrative if it's done right. Just based on the available inputs on the device I'd say there's a lot of potential for entertaining, casual games which are addicitive enough to be worth a couple bucks but easy enough to put down that you can play them on the train.
All iPhone apps are written in Objective C, which is very similar to C from what I understand, and are made with a special, all-inclusive and surprisingly intuitive SDK, which unfortunately can only be run on Mac OS X 10.7 or greater. This would mean that we would both require a form of Mac (a Mac mini is avaiable, with student discount, for $545, the cheapest possible solution) and at least one iPhone between the two of us, as the SDK comes with an emulator.
Scott was talking about getting the business aspects worked out, Trademarking Awe+ Games and such, opening a business bank account and getting a business loan for the hardware, which is all important I guess, as I suppose there isn't much more we need to look into before moving ahead. As I said, I'm not 100% this is going to come through yet, but I'm hoping for it. The innovation possible with the iPhone's controls are quite exciting.
In other, unrelated news, Team Playground will be meeting for the first time since our GSP360 class ended this coming Tuesday, and we'll see how serious we are. I might be working on two indie teams at once, which is more than fine by me.
09 March, 2009
ShadowCast Holdups
There hasn't been any progress on ShadowCast, and in fact we've taken at least one step backwards, since my last update. The reason is because the team's taken a 3-week break from production, I assume out of general consent, and the new version of Leadwerks only accepts .GMF and .DDS files, so all of our resources are no longer applicable and our maps are no longer compatible with the engine. Which means that when we get back to work (March 18th), we'll have our work cut out for us.
I've taken this opportunity to look more into hosting a website for Team Playground, along with a private Trac system and SVN. I can get us unlimited storage and transfer for $170/year, plus an extra $10~15 for a domain name. I'm hoping to have it all up and running before the 18th, but I need someone else on the team to front the money (it can't go on my card at the moment).
I've also been looking into testing the draw buffer for shadows, but I haven't had a lot of luck yet. I'm thinking I'll get it before too much longer. It sure would make everything else easier, not to mention it would be more correct.
The final thing I've been doing it looking into post-render effects and GLSL. Not a lot, mind, but a little. They are interesting as well, and I feel they are the key to making the game look polished. Hopefully we can cross the line dividing amateur-looking games and professional-quality games.
I've taken this opportunity to look more into hosting a website for Team Playground, along with a private Trac system and SVN. I can get us unlimited storage and transfer for $170/year, plus an extra $10~15 for a domain name. I'm hoping to have it all up and running before the 18th, but I need someone else on the team to front the money (it can't go on my card at the moment).
I've also been looking into testing the draw buffer for shadows, but I haven't had a lot of luck yet. I'm thinking I'll get it before too much longer. It sure would make everything else easier, not to mention it would be more correct.
The final thing I've been doing it looking into post-render effects and GLSL. Not a lot, mind, but a little. They are interesting as well, and I feel they are the key to making the game look polished. Hopefully we can cross the line dividing amateur-looking games and professional-quality games.
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