Saturday, October 3, 2009

Worklog #7



Wow, I decided not to update this blog because I was working on this engine mainly for Island Defense.
Since then Island Defense has been canceled due to the fact that there is a new editor on the map and he deleted my subforum.

So a lot has happened since my last post.

I went with Irrlicht, this decision is final since I have so much done already lol.
LUA is being used for scripting, this is also final.

So, since then I have just been working on the game engine (with the exception of the few minutes it took me to make the script editor, it is in Java).

So here are the screenshots from the game, it will be in order they were taken (Newest to oldest).






So yesterday I added the resource system.
As of right now it is based on Island Defense, every 90 minutes you get 90 gold and every 1 minute you get 10 lumber, this can easily be changed or completely redone via scripting. Resources are displayed as text in the top right corner. Gold: xx Wood: xx.

Nothing graphical has really happened, the GUI look hasn't gotten quite where I want it yet.

Networking was completely removed, I don't want to use irrNet, it is my last resort now.

Scripting has been a great success, I will post the complete command list in the post after this.
I just added the ability to see if both mouse buttons are being held down, to do this you just use
if mouseEvent() == "Both" then
I might want to change the return value from Both though.

A rough draft of unit "hiding" is implemented, if you don't have a unit close enough to an enemy (this is determined by the unit's sight range) then enemies disappear completely and are not rendered, this is to make the game perform faster. There is also aggro added, this is determined by the unit's threat range.

AI was added at one point, but it presented problems for me and I had to remove it.

That is all for now, I have to go somewhere today so I don't expect much to get done.


Thursday, March 19, 2009

Worklog #6

Alright so.

I have been messing around with Irrlicht and Ogre3D.

Irrlicht seems to better suit what the engine is for, but I cannot get over the graphic pipelines of Ogre, as well as the great plugins for it.
Not sure which I am going with yet.

LUA scripting has been canceled.
If anything it will be a GameMonkey scripting language.
I am going to keep trying with this.

The editor itself is essentially done.

Monday, March 16, 2009

Worklog #5

Really sick right now...so I don't think much will be done in next few days.

I have added 6 stats though and an Options button.

The options button brings you to where you can rename these stats to things such as, Strength, Endurance, Agility. Any of the 6 left blank will result in a null stat and not be included in the final game.

Today I will *try* to work on the 3d portion of the engine...But I can hardly keep my eyes open (I have no sick days lol!).

Oh, and I have realized that I am running the engine off a 1680x1050 screen, smaller screens cause the GUI to clutter up. I am going to rewrite how the GUI is done so that it can scale down for smaller screens as well as scale up for bigger screens.

Island Defense
All the builders and titans have been added to the unit list, it is now time to set their attributes and abilities.

Sunday, March 15, 2009

Worklog #4

I have removed the building editor tab and have migrated it over to the unit tab.

This allows for easier unit/building creation.

I am also finishing up on the units for Island Defense.

Saturday, March 14, 2009

Worklog #3

Alright, the Building Editor and Upgrade Editor now work.
I am going to be making the buildings and upgrades for Island Defense later today.

Also, upgrades will be used through scripting through scripting such as
setProperty(Health, getProperty(Health) + 100);

for a stat upgrade.

You now use a combobox to select upgrades for units now.
Mana property has been added.

Worklog #2

So right now I am working on the Building Editor.

The building editor may be a bit confusing and possibly changed.

Here is how it is now. (Note this is similar to how adding abilities to Units works, but it is easier due to it only checking Abilities)

When you type in some letters and drop down the combo box, you can select from a list of items.
Here is where it gets a bit confusing...The combo box will be populated with a list of units, abilities, and upgrades.
If you have a large project, this may become confusing.

I am probably going to add things like [Unit] [Upgrade] and [Ability] for better organization.

Update #1
I forgot to add damage to the unit editor! Whoops!
Implementing it now.

I also have decided to remake a popular Warcraft III map, Island Defense, while the engine is in development.

Update #2
One of the editors to Island Defense has agreed to allow me to remake Island Defense.
Here is a quickshot of how the engine looks in the beginning stages of Island Defense.










































NOTE: The development of this game will be used in screenshots to demonstrate the capabilities of the engine now.

Thursday, March 12, 2009

Worklog #1

I am assuming you have seen the previous worklog on the forum, that is where I will be continuing from.

So what I have done today is the ability to add...abilities.
The scripts currently do nothing, but LUA should be added shortly after the base game is done.

I also fixed some design flaws of certain buttons overlapping textboxes and found the missing Apply button for units.

The button layout has also changed to

Add
Delete Apply

Update #1
Alright, I have replaced the textboxes for numerical attributes with a numeric counter.
This will allow for only numbers to be put in, as well as the little up and down arrows at the right hand side.

I also removed the textbox from adding abilities to a unit and replaced it with a combobox.
To autocomplete, type in a few letters and drop down the combobox and it will navigate to the text.
This is to help you from misspelling a ability and causing a crash =).

I also updated the script editor. You can now save, open, and make a new document.
Syntax highlighting should be done soon.
Right now you can only save/open lua files. This might change depending on what scripting we use.