Thursday, August 30, 2007

Daily Progress

Lately, I've been so immersed in KevEngine 2 that I forgot to keep this updated with my daily progress!

Anyway, here's what's going on:

- Wrote map loading code. It loads text files into a 2D array which can then be parsed as a tilemap.
- Removed the mouse code.
- Wrote a render_player function that draws the player sprite at a given x and y coordinate.
- Wrote a copyright_info function that writes copyright information in the lower left-hand corner.
- Created a colors.h file that stores information about the engine's different colors. So far, it contains black, white, and gray.

Writing the map code was really tricky, since it's fairly low-level and it must work correctly so that nothing gets messed up. It works fine, but if I would tell the program to load the wrong file, it would crash the entire engine and unpredictable things could happen to the loaded file. That being said, I tend to check my code very carefully before compiling and running.

Tuesday, August 21, 2007

I'm Back... Again!

Not really a whole lot to say.

Well, I went parasailing, so that's really cool, but that's pretty much the only exciting news.

I tried not to think about programming this time, since the waves were pretty good and I wanted to body surf.

Wednesday, August 15, 2007

Quake's Legacy

Earlier, I was looking at the Wikipedia article on the Quake Engine. I took a long, hard look at the "Quake Family Tree". You know what I realized? A huge chunk of 3D games on the market have some of the original Quake's source code in it! That also made me wonder if John Carmack and the id Software team knew that this was going to happen. They were always visionaries, but did they ever predict this? Does Carmack even know that he's still working with code he wrote 11 years ago? Even Doom 3, Quake 4, and their new titles are somewhat powered by Quake code. It's just kind of funny how you can write some code and a decade later, you might still be using the same code. Oh well, some more random thoughts from the mind of a hardcore code junkie!

Daily Progress

Work done on my new engine:

- Wrote a somewhat detailed design document.
- Continued work on some simple bitmap code.
- Created two temporary source files that handle mouse control. I'll be removing these when the engine is finished.

You know, if I want this thing to go anywhere, I really need to deathmatch less often. I guess the first step is to realize that DMA (Deathmatch Addiction) is a problem!

Anyway, here's what I want to get done tomorrow (before I go back to VA Beach!):

- Begin work on scrolling code.
- Begin work on map loading code.
- Create some simple graphics for a tech demo.

Hopefully, I'll have a tech demo ready soon. I feel that if I release some of those, I can get people's feedback. That'll make it easier to create a game that everyone, myself included, is happy with!

Monday, August 13, 2007

Status Report

It's that time again! Time for a Kevlar Games status report! This one won't be as long, since I'm working on my new engine.

Engines:

KevEngine 1 - This is the side-scrolling engine that is powering Project: Undead. After I got frustrated with it, I stopped working on it to make way for my next scrolling engine.

KevEngine 2 - This is the multi-direction-scrolling engine that I plan on switching Project: Undead to. I'm not going to talk about it, since I'll be making frequent updates about it anyway.

KevEngine 3D - This is the 3D engine that is powering Macabre. Things are going good for this engine, since I'm keeping it simple and light.

Games:

Project: Undead - Everything is going pretty good for this game. Again, I'm keeping the gameplay simple so that it's a more fun, action packed, blastfest! My next step on this project is to switch it over to my new scrolling engine. That shouldn't be to hard, since the new engine code is very flexible.

Macabre - Still in the early stages of development. Not a whole lot of work has been done lately, since I'm working on making the engine better.

Other Projects:

Action Cyborg - As you already know, this is John Karlgren's game, so I'm not trying to mess with his great formula, I'm just adding new visual features such as particles, blur effects, etc.

John Carmack = Brilliant

This is John Carmack's QuakeCon'07 Keynote:

http://www.quakeunity.com/file=2513

'Nuff said!

Sunday, August 12, 2007

I'm Back!

Man, the past 10 days were great! They went fast, though. I had a great vacation, but before you get out your tiny violins and play me a sad song, I have awesome news! I'm going back to Virginia Beach on Friday! This time for a long weekend instead of a whole week. Then, the next weekend, I'm going camping. Finally, over Labor Day weekend, I'm going to visit some friends in North Carolina!

Down at the beach, I was inspired to program a water rendering function that using nothing but vector graphics and basic shapes! It seems like it might work out pretty well, actually. If you think about it, it should actually render even better than a bitmap. At the same time, it will save you guys more memory and hard drive space :)

I know, I shouldn't have been thinking about that sort of thing on my vacation, but I'm a techie!