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Version 0.010 Build Progress Log

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  • Version 0.010 Build Progress Log

    Here I'll just add things at the top as I complete them progress should be quick enough. I'm looking at 4 weeks from time of posting to completing this version's build.

    Sept 19/08
    • Ugh, all stuffed up. Anyhow, just getting the game setup screen working for multiplayer. Basically, it'll look the same, except the players choose their banner and element one-at-a-time, starting with the host. As each faction is selected, it knocks that one off the list, so the last player won't even get to choose, s/he'll just get the leftover one. Only the host can change the core game settings, but all the other players can see what those settings currently sit at... yeah, I know, this is the boring stuff. Gameplay will come soon, too but progress is progress!
    Sept 18/08
    • Got the network setup working (with Vel's help for testing). At this time you can network via TCP/IP local or nonlocal. Since the game is turn-based, there's no real speed issues (everything happens via the event system, which functions from a message queue, which will receive actions from other players when it is not your turn) and the synchronization was a success.
    • Updated the main map GUI with some edits from Hex. Now the buttons bar is on the right-side of the screen (support the majority of right-hand players) and I'm working on getting the other game screens organized.
    • Added anti-aliasing to all the game buttons and some of the GUI graphics to get rid of the ugly, pixelated-cuts where transparency occurs on certain edges.
    Sept 17/08
    • Got the map-scrolling up and running, as well as the mini-map system. Also got all the new GUI graphics from Hex and I'm prepping them (antialiasing, etc.) now so I can implement them.
    Sept 16/08
    • Currently setting up the main map GUI. This'll take a couple of days, but I promise it'll be the best you've seen of Candle'Bre
    Sept 15/08
    • Finished the intro/title scene with Hex's splash images it appears in beat with the tune. Gonna work on the title screen next...
    Sept 14/08
    • Finished the loading screen, which shows up between rooms and takes care of the resource management (freeing unneeded resources from memory and loading up needed ones). Attached a picture of it a couple posts down.
    • I have implemented the sound engine, supported by the FMOD sound system. If you haven't heard of it, it's the same engine used by:
      . . . . . Age of Conan
      . . . . . Kung Fu Panda
      . . . . . Guitar Hero III
      . . . . . BioShock
      . . . . . Call of Duty 4
      . . . . . StarCraft II
      . . . . . World of Warcraft
      . . . . . Crysis

      So it'll provide a quick, smooth Ogg Vorbis playback at no cost, since FMOD can be used free of charge if the game itself is free of charge. At this point, I've added fader support, volume adjustments, position tracking, pausing/resuming, and loading/unloading music at will.
    • I got Hex's intro splash-screens from Vel, so I'm working at implementing those into a sweet, flashy little intro with some of the music files. While this may seem unnecessary, I'm actually using it because it'll test my sprite, background, and sound loading all in one go. And it'll make for a flashy start.
    Sept 12/08
    • Completed graphic resource handlers. Basically, since the game is resource-heavy, this will enable us to load resources only when they are being used, and to free them from memory otherwise. There'll be smooth little loading screens between main screens (don't worry though, they won't be long )
    • Provinces names and locations all indexed. Lame, boring stuff. But now that it's done, I'll start setting up the main global variables and the player turns.
    Last edited by Tadashi Blossom; September 19, 2008, 08:30.
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