Posts tagged "game development"

Bugs Fixed:
-Fixed 3D HUD rendering glitch
-Fixed shadows rendering over 3D HUD
Features Added:
-Ray casting now fully-supported
-Skybox support added
-InputHandler now distinguishes between what is being pressed and what has just been pressed
-Zooming in and out with left shift now supported, with smooth transitions

Bugs Fixed:

-Fixed 3D HUD rendering glitch

-Fixed shadows rendering over 3D HUD

Features Added:

-Ray casting now fully-supported

-Skybox support added

-InputHandler now distinguishes between what is being pressed and what has just been pressed

-Zooming in and out with left shift now supported, with smooth transitions


 

Features Added:

-Fading HUD text

-Multiple instances of identical sound playing at once

-3D position-based audio

-Position-based dual (near and far) audio track support

-Background music


Features Added:

-Transparent 2D animations

-Decals (bullet holes, etc.)

-HUD Ammo Implementation

Issues:

-Decals’ origins are in the corner of the projected image, causing them to be offset from the point at which they are placed

Workaround: Make decal images themselves offset

Possible Solution: 3D math to offset the images along the plane of their orientation

Bugs Found:

-Sprite sheets 1 frame wide or tall will not be animated

-Sprite sheets with uneven frames (2x3 instead of 2x2) will not be rendered correctly

Workaround: Both of the above problems can be fixed by making images square, and simply leaving the space for the extra frames transparent

-Decals will not rotate correctly on some surfaces (the problem is due to inaccurate angle calculation)


09.29.2011 - Weapons and HUD Elements

Today’s programming work was all internal, as it’s not quite finished yet.  Expect tomorrow’s update to be much more exciting, as the reorganization and cleaning of the code will allow me (once it’s finished) to add things very efficiently.

Features Added:

-HUD element support

-Weapon settings support (fire rate, shots fired, clip size, etc.)

-Secondary fire


Yesterday I promised and today I deliver!  We’re going to have guns.  Lots of guns.

Features Added:

-On-demand reloading

-A new shotgun-like weapon

-Weapon switching (and the ability to have more than one weapon)

-Decals (bullet holes) remove themselves after a while

-Weapon impact control implemented (how many objects does a weapon’s shot go through before stopping)

-Weapon fire/auto-fire control implemented (click for each shot/hold down to shoot)


Features Added:

-Decals (bullet holes) no longer appear on non-stationary objects

-Non-stationary objects are now propelled by impacts from weapon fire

-Player hit detection from weapon fire

-Other player with weapon that fires partially implemented (still buggy)

-Other player’s weapons and sounds are emitted from its location and take distance into account


Features Added:

-Weapons now deal damage to the player

-Damage done to the player will cause a notification to appear informing the player of the direction of the source of the damage

-Damage to the player now plays a sound


I’ve decided that the engine, as it is now, should suffice for my efforts at actually making a game.  Today, I’ve made a flat ground object with randomly-placed and randomly-sized buildings on it.  The ground also has randomly-placed water on it, for later functionality in the game.