Difference between revisions of "DevBlog"

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=== 2007 June ===
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'''we moved the devblogs of our projects into one common blog: http://schattenkind.net/blog/'''
  
[[User:Ghoulsblade|Ghoulsblade]] 19:59, 29 June 2007 (CEST) : just moved the branch we were working on back to the trunk, so please change you svn path to
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for download, see [[Main Page]]
"svn co svn://zwischenwelt.org/sfz/sfz/trunk"
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if you have been using the branch =)
+
  
i made a simple cargo dialog you can see what cargo you have, and can jettison it if you don't need it.
 
also it's now easy to add tooltips to gui elements, and i have done that for the shield and hull-meters already.
 
(see left-top, the mouse isn't visible on the screenshot)
 
  
<gallery>
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== 2008 March ==
Image:Sfz_20070629200437_861.png
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</gallery>
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[[User:Ghoulsblade|Ghoulsblade]] 00:57, 28 June 2007 (CEST) : real live will keep me from coding until friday, i just dumped a few ideas here : [[Ideas_mission_planets]]
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=== new blog software and url ===
  
[[User:Ghoulsblade|Ghoulsblade]] 23:08, 26 June 2007 (CEST): players can now collect cargo, currently this is only iron from destroying asteroids and pirates, stations can now offer services (available via right-click-menu when you are close enough), currently only repairing the ship, which costs iron =D
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[[User:Hagish|Hagish]] 15:35, 8 October 2008 (CEST) because of some issues with the wiki bloging we moved to a "normal" software. you can find the new post under http://schattenkind.net/blog/ .
<gallery>
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Image:Sfz_20070626231117_371.png
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Image:Sfz_20070626231120_110.png
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</gallery>
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[[User:Ghoulsblade|Ghoulsblade]] 17:56, 26 June 2007 (CEST): we got shields, and we got fancy hud meters for shields and hull status of your own ship (left-top) and of the selected target (right-top)
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=== working on the new gui system ===
  
<gallery>
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[[User:Ghoulsblade|Ghoulsblade]] 23:33, 12 March 2008 (CET) : we're still testing in the iris codebase mainly, but the new gui system will be used for sfz as well, a little preview about some upcoming features for text display :<br>
Image:Sfz_20070626175953_503.png
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http://www.iris2.de/images/5/50/20080312230402_299.png
Image:Sfz_20070626180009_427.png
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</gallery>
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[[User:Ghoulsblade|Ghoulsblade]] 23:37, 24 June 2007 (CEST) : hud : object markers : colored edges around objects
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<gallery>
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Image:Sfz_20070624234238_099.png
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</gallery>
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[[User:Ghoulsblade|Ghoulsblade]] 22:37, 24 June 2007 (CEST) : finished cleanup and extension of code used to track 3D elements with 2D-HUD-gfx, now we've got the basis for fancy hud stuff like edges around objects and text next to them.
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== 2008 February ==
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[[User:Ghoulsblade|Ghoulsblade]] 23:45, 22 June 2007 (CEST) : gui and input system cleanup is finished so far, just the cursor stuff that was in the old gui code has to be reactivated, but thats not much. New context/rightclick menu implementation, supports easier creation and nested submenus.
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=== bit quiet lately ===
  
[[User:Ghoulsblade|Ghoulsblade]] 22:24, 21 June 2007 (CEST): there is a forum thread about sfz in the [http://freegamer.freeforums.org/viewtopic.php?p=426 freegamer forums] in case anyone wants to talk about it =)
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[[User:Ghoulsblade|Ghoulsblade]] 00:40, 15 February 2008 (CET): we're still around, but rather busy lately with other stuff, some interesting things that will probably be used for sfz planets later are being experimented with in iris (see  [http://iris2.de/index.php/Dev_Blog iris devblog] ), namely shadows, sky, and also a few grass and tree experiments. Also code for TextureAtlas and geometry-batching for better performance has been added there.
  
[[User:Ghoulsblade|Ghoulsblade]] 22:55, 20 June 2007 (CEST) : we're currently cleaning up and improving the input and gui systems, especially event-handling.
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and we're also brainstorming for a redesing of the guicode, a few notes [http://lugre.schattenkind.net/index.php/GUINotes here].
i also started writing a little developer documentation about the input system, but its still work in progress, see [[DevDoc:Input]]
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[[User:Ghoulsblade|Ghoulsblade]] 00:18, 17 June 2007 (CEST) a simple experimental rightclick menu can be used to activate a simple approach/follow autopilot
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<gallery>
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Image:Sfz_20070617002321_688.png
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</gallery>
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[[User:Ghoulsblade|Ghoulsblade]] 19:41, 16 June 2007 (CEST) : targets can now be selected via mouse-click, that makes destroying asteroids easier.
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[[User:Ghoulsblade|Ghoulsblade]] 02:28, 16 June 2007 (CEST): first experiments with 3rd person cam
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<gallery>
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Image:Sfz_20070616022942_171.png
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Image:Sfz_20070616023019_409.png
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Image:Sfz_20070616023101_536.png
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Image:Sfz_20070616023118_470.png
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</gallery>
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[[User:Ghoulsblade|Ghoulsblade]] 13:54, 15 June 2007 (CEST):
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After experimenting a bit we decided against making sfz combat based on fast reaction time and dogfight navigation,
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which quickly leads to frustrating "where is the enemy" problems. Instead weapons won't have to be aimed manually,
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they'll work like turrets, and if the enemy is in range you will be able to hit him without effort.
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The deciding factor in combat will be stuff like weapon ranges
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and strengths and weaknesses of different weapons against different shield-types,
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homing missiles and counter-measures, maybe also a bit of energy management.
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This makes positioning, tactics and equipment a more interesting component.
+
 
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Therefore a 3rd-person perspective of your own ship will probably be better than 1st person, for getting a better overview.
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This also fits nicely with the ship-editing features, because if you designed your own ship, you will want to see it =)
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Another benefit is that this makes it easier to use the mouse for gui stuff during combat,
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as there is no more need to use the mouse as joy-stick-like aiming tool, like in 1st person.
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So we can use the mouse for clicking on a target list, display tooltipps over hud-elements,
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and configure weapons and autopilot maneuvers with a proper gui using the mouse
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instead of dozens of key-combos like in most 1st-person-joystick space sims.
+
  
The massive multiplayer spacegame eve-online also has a similar gui to what we are aiming,
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== 2008 January ==
I tried it some time ago and it had some interesting gui
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(ingame web-browser, 3rd person stuff like described above, target lists, cool map)
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and some nice gameplay elements (frequency crystals for weapons, buildingplans for equipment, most stuff could be crafted, also weapon ranges were very important)
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but it sufferes from being massive multiplayer and having rpg elements, e.g. you needed skills to do stuff and training a skill takes hours or even days,
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also death there means you loose equipment that took days to get, so people tend to be rather careful when and what to fight.
+
  
This leads to lots of ressource grinding, which i personally don't like too much, as it eats so much time.
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=== fastbatch ===
By not going massive multiplayer, and focusing on coop instead, we will try to avoid these problems.
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[[User:Ghoulsblade|Ghoulsblade]] 23:44, 11 June 2007 (CEST) code is now online (not trunk, but branches/eihortport)
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[[User:Ghoulsblade|Ghoulsblade]] 21:09, 4 January 2008 (CET) : we've been working on a class for grouping the geometry of up large numbers of objects into a single batch, similar to the Ogre::StaticGeometry, this allows better performance at a slightly increased vram cost.
 +
It is a bit more lightweigt and flexible than static geometry, and has been designed to construct the batch fast so it can be used for contructing the batch at runtime, whereas Ogre::StaticGeometry was rather designed to construct the batch while loading a level or similar, so it wasn't really designed for fast construction.
 +
Also our batch allows colouring instances via vertex colour, and allows the whole batch to be repositioned and rotated as a whole. The main reason for developing it was to improve performance in iris, but it will probably be useful for things like asteroid fields in sfz as well, and maybe for stuff on planets later as well.
  
[[User:Hagish|hagish]] 14:46, 10 June 2007 (CEST) friday night ghoulsblade and i worked on sfz. due to a lack of internet (his t-online router sometimes acts a bit bitchy) the current code is not online but here are some screenshots. you can now fly around kill each other using the custom ships. the satellites with the green lasers are a first test of tower-defense like "towers".
 
 
<gallery>
 
<gallery>
Image:Sfz 20070609020353 644.png
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Image:20080104213835 948.jpg
Image:Sfz 20070609020415 064.png
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Image:20080104213836 299.jpg
Image:Sfz 20070609020417 798.png
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Image:20080104213830 410.jpg
Image:Sfz_20070609020048_348_sat_vs_planet.png
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Image:20080104213855 798.jpg
Image:Sfz 20070609104954 521.png
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Image:20080104213900 317.jpg
Image:Sfz 20070609104949 713.png|disco feeling !
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Image:20080104213905 754.jpg
Image:Sfz 20070609104945 307.png
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</gallery>
 
</gallery>
  
[[User:Ghoulsblade|Ghoulsblade]] 23:00, 7 June 2007 (CEST) pirates hunt the player, and player laser can now damage and destroy stuff
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<gallery>
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== 2007 December ==
Image:Sfz_20070607225718_057.png
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Image:Sfz_20070607225856_990.png
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Image:Sfz_20070607225928_257.png
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</gallery>
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[[User:Pascal|Pascal]] 08:27, 6 June 2007 (CEST) : Pulled actual source through VC 2k5 EE. Shooting pirates seen on a Windows XP flagship. :-P
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=== merry xmas to all ! quiet here lately due to work on iris ===
  
[[User:Ghoulsblade|Ghoulsblade]] 23:39, 5 June 2007 (CEST) : pirate attack ! they don't move yet, they only turn towards the player and start shooting lasers when he comes close enough, but lasers don't do damage yet =)
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[[User:Ghoulsblade|Ghoulsblade]] 16:17, 24 December 2007 (CET) : merry xmas to all who read this =)
 +
it's been a bit quiet here lately, we're currently busy working on performance improvements for [http://www.iris2.de/index.php/Dev_Blog iris], but at least some of them might also be interesting for sfz later =)
 +
We're experimenting with multitexturing, tilebased terrain, transition masks, and a more dynamic batched geometry class than the Ogre::StaticGeometry, as we need to change the contents at runtime, and want to avoid costly reading mesh data back from VRAM.
 +
And since iris and sfz share the lugre lib, both projects benefit from the resulting code improvements and addtitions.
  
<gallery>
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Image:SfzPirate54943.jpg
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</gallery>
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[[User:Ghoulsblade|Ghoulsblade]] 09:38, 5 June 2007 (CEST) our [https://sourceforge.net/projects/sfz sourceforge project] has been approved =)
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== 2007 November ==
soon we'll have a nice mailinglist (6-24 hours)
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[[User:Ghoulsblade|Ghoulsblade]] 22:54, 4 June 2007 (CEST) : experimental colored hud-text for all objects
 
  
<gallery>
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=== tractorbeam experiment ===
Image:Sfz21771.jpg
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</gallery>
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 +
[[User:Ghoulsblade|Ghoulsblade]] 21:03, 26 November 2007 (CET) : first experimental tractor-beam weapon.
 +
Can be used to drag enemies inside the range of deadly close-range weapons.... or for having fun with asteroids :)
  
[[User:Pascal|Pascal]] 17:30, 2 June 2007 (CEST) : first working version of sfz-editor under Windows XP with MS Visual Studio 2005 Express Edition successfully created. Without sound support.
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<flvplayer width="320" height="240"  loop="false">TractorBeam01.ogg</flvplayer>
  
[[User:Ghoulsblade|Ghoulsblade]] 13:30, 2 June 2007 (CEST) : network code is proceeding nicely, netmessage system with format and size checks is in place, udp works, resyncs are sent, received and handled, and the plugin system is also starting to take shape.
 
  
=== 2007 May ===
 
  
[[User:Ghoulsblade|Ghoulsblade]] 03:29, 28 May 2007 (CEST): first network experiments, tcp-connection was established and chat-text was successfully transmitted.
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=== short video of interior walk ===
  
 +
[[User:Ghoulsblade|Ghoulsblade]] 16:22, 22 November 2007 (CET) : no new feature, but i made a short video showing how interior walking and furniture placement currently looks
  
[[User:Ghoulsblade|Ghoulsblade]] 04:33, 20 May 2007 (CEST): "intelligent guessing" mode for shippart placing is working, we just have to optimise it a bit as it gets rather slow when there are may shipparts on the scene.
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<flvplayer width="320" height="240"  loop="false">Interior.ogg</flvplayer><br>
also load and save is now possible, the filebrowsing dialogs are just very simple so far, but its a start =)
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[http://sfz.schattenkind.net/wiki/images/7/72/Interior.ogg Interior.ogg(1.5mb)]
here's a ship hagish just made in a few minutes :
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<gallery>
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Image:24544.jpg
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</gallery>
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[[User:Hagish|hagish]] 04:35, 20 May 2007 (CEST) upgraded the fmod sound code from fmod3 to fmodex. full ack, the ship editor is totally shiny :)
+
  
[[User:Ghoulsblade|Ghoulsblade]] 22:09, 19 May 2007 (CEST) placing parts in the shipeditor is slowly getting more intuitive, parts are placed by selecting a part type and clicking on the side of an existing part of the ship in the editor window.<br>
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=== weapon icons : cooldown bar ===
the algorithm for calculating the most good position starts to work, but finding a good rotation/mirroring need a bit still a bit work when the parttype being placed is different from the parttype that was clicked.
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when this is working we will create tools for putting different skins on the parts (eg. solid metal, window,...) and applying color.
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<gallery>
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Image:497768.jpg
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Image:969908.jpg
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</gallery>
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[[User:Ghoulsblade|Ghoulsblade]] 02:01, 16 May 2007 (CEST) : some experiments with calculating a voxel grid from convex mesh-shapes, will be used for intersection testing in shipeditor.
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 +
[[User:Ghoulsblade|Ghoulsblade]] 22:17, 20 November 2007 (CET) : the weapon icons now have a bar displaying the cooldown time until the weapon can be fired again.
 
<gallery>
 
<gallery>
Image:Sfz26153.jpg
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Image:20071120221401_148.png
Image:Sfz51890.jpg
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Image:Sfz82828.jpg
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</gallery>
 
</gallery>
  
[[User:Ghoulsblade|Ghoulsblade]] 17:31, 12 May 2007 (CEST): experimental mirror tool working, added ramp and pyramid with z-length = 1
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=== clickable weapon icons ===
<gallery>
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Image:Sfz124463.jpg
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</gallery>info@example.org
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[[User:Ghoulsblade|Ghoulsblade]] 14:51, 12 May 2007 (CEST): implemented ramp primtive using the texture hagish made
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[[User:Ghoulsblade|Ghoulsblade]] 17:16, 19 November 2007 (CET) : now we've got clickable weapon icons, left-click to fire the weapon, rightclick to open a context menu (currently only for unequipping)
 
<gallery>
 
<gallery>
Image:Sfz65949.jpg
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Image:20071119170851_778.png
 
</gallery>
 
</gallery>
  
[[User:Ghoulsblade|Ghoulsblade]] 03:17, 12 May 2007 (CEST): we planned a lego-like intuitive placement system for spaceship parts, experimented a bit with geometry generated via code, hagish made a "cockpit-window" texture, and we tried a cubemap-skybox-reflection on it, looks nice in motion.
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=== better movement and more weapons ===
 +
[[User:Hagish|hagish]] 13:00, 18 November 2007 (CET) : Last night and the last 2 hours we improved the ship movement. Now we have a non-newton-max-velocity navigation. This not very realistic but far more fun. There are some new weapons too: splitting rockets (nut,star), chain laser, lightning gun
 
<gallery>
 
<gallery>
Image:Sfz22997.jpg
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Image:20071118124524 100.png
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Image:20071118124526 071.png
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Image:20071118124530 554.png
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Image:20071118124541 628.png
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Image:20071118124602 996.png
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Image:20071118124701 774.png
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Image:20071118124703 713.png
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Image:20071118124705 524.png
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Image:20071118124731 281.png
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Image:20071118124733 949.png
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Image:20071118124759 514.png
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Image:20071118124801 804.png
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Image:20071118124803 595.png
 
</gallery>
 
</gallery>
  
[[User:Ghoulsblade|Ghoulsblade]] 19:31, 11 May 2007 (CEST) : hexagon mousepicking is working now, i also made the algorithm to generate them generic to make cone-shapes that might be used as simple cockpits and engines with a few nice textures. (one of them looks like a nice escape pod, another already gives the impression of a heavy freighter)
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=== split rocket ===
<gallery>
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[[User:Hagish|hagish]] 16:45, 17 November 2007 (CET) : the first new weapon starts to work. a split rocket and a chain laser.
Image:Sfz64881.jpg
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http://sfz.schattenkind.net/wiki/images/f/f0/Splitrocket.ogg
Image:Sfz95962.jpg
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=== weapon icons 2 ===
Image:Sfz207459.jpg
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Image:Sfz473830.jpg
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</gallery>
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[[User:Ghoulsblade|Ghoulsblade]] 13:48, 11 May 2007 (CEST) started experiments with prism shapes, hexagons look good as building block, but mousepicking isn't working correctly yet.
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[[User:Ghoulsblade|Ghoulsblade]] 17:14, 11 November 2007 (CET) : BR48 showed up in the freegamer irc and asked if he could help out anywhere,  
<gallery>
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now he started making nicer icons for us =)
Image:Sfz128164.jpg
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</gallery>
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 +
[[Image:Icon-rocket.png]]
 +
forum thread : http://forum.freegamedev.net/index.php?t=msg&th=443
  
[[User:Ghoulsblade|Ghoulsblade]] 22:22, 10 May 2007 (CEST) ship editor now supports different part types (just a few coloured test boxes so far), object-types now support "hueing" : the original asteroid is gray, the brown color is applied via code,  also we have simple laser-beam-thingies now =)
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=== weapons and enemygroups ===
i also cleaned up the wiki a bit.
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<gallery>
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[[User:Hagish|hagish]] 19:40, 4 November 2007 (CET) : last night ghouly and i worked a little bit on sfz. he startet to implement the new weapons and i merged the contributed enemygroup patch and started to implement a hero-defense like game mode.
Image:Sfz62982.jpg
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Image:Sfz167165.jpg
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</gallery>
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[[User:Ghoulsblade|Ghoulsblade]] 00:22, 9 May 2007 (CEST): first experiments with an ingame ship-editor have begun, just now its just colored boxes, we'll have spaceship parts instead of them soon.
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=== weapon icons ===
<gallery>
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Image:ShipEdit84070.jpg
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</gallery>
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[[User:Ghoulsblade|Ghoulsblade]] 23:52, 2 May 2007 (CEST): added lighting to mainmenu background scene, looks a lot nicer =)
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[[User:Ghoulsblade|Ghoulsblade]] 03:44, 1 November 2007 (CET) hagish and i met today, and we decided to focus on combat.
 +
some notes : [[Sfz31.10.2007]]
 +
i already started making a few weapon-icons, they're rather simple, but should do for getting started.
  
<gallery>
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Image:MainMenuLighting48160.jpg
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</gallery>
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[[User:Ghoulsblade|Ghoulsblade]] 12:19, 1 May 2007 (CEST): it has been quiet here since we've been busy coding on http://iris2.de, but now we also resume work on sfz.
 
currently we're working on the svn branch branches/eihortport until it is somewhat playable.
 
we can reuse lots of code created and refined in iris2 for sfz, and we upgraded to the new ogre version eihort.
 
now we have a nice main menu, and code for udp-networking is also done, but still has to be tested, that should speed things up a bit, as we plan to use two connections : tcp for important events that can't be lost and udp for highly redundant realtime resyncing for nice multiplayer.
 
  
<gallery>
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_rocket.png
Image:MainMenu41718.jpg
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_rocket_strong.png
Image:MainMenu79440.jpg
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_rocket_split1.png
</gallery>
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_rocket_split3.png
 +
http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_rocket_split_star.png
 +
(unguided missiles, last 3 can split into multipe warheads, in different formations)
 +
<br>
  
=== 2007 April ===
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_missile.png
=== 2007 March ===
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_missile_strong.png
=== 2007 February ===
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_missile_remote.png
=== 2007 January ===
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(guided/homing missiles, the last one is remote controlled)
=== 2006 December ===
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<br>
  
we started a little mod using the 2d ingame graphics from a friends browsergame xotus (http://www.xotus.de/)
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_laser.png
<gallery>
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_projectile.png
Image:SfzXotus12072006_134920623.jpg
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_railgun.png
Image:SfzXotus12072006_135308898.jpg
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_charging.png
</gallery>
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laser,projectile,railgun,charging
 +
<br>
  
=== 2006 November ===
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_edrain.png
 +
http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_tractor.png
 +
http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_emp.png
 +
http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_plasma_glob.png
 +
e-drain,tractor,emp(paralyzing shockwave),plasmaglob
 +
<br>
  
[[User:Ghoulsblade|Ghoulsblade]] 19:00, 8 November 2006 (CET) : it has been a while, i worked on iris with science, have a look : [[http://www.iris2.de]]. iris and sfz use a common codebase, both build on ogre3d and lua, so both project benefit from each other.
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_afterburner.png
For sfz, i just started preparations for using multiple scenemangers, so we will be able to do RTT (render to texture) soon, which is needed for a nice 3d map in the hud.
+
http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_chainlightning.png
 +
http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_lightning.png
 +
http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_plasma.png
 +
afterburner,chainlightning,lightning,plasma(like flamethrower)
  
=== 2006 October ===
 
=== 2006 September ===
 
  
[[User:Ghoulsblade|Ghoulsblade]] 01:34, 11 September 2006 (CEST) : repaired collision detection and pirate ai
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== DevBlogArchive ==
[[User:Ghoulsblade|Ghoulsblade]] 20:49, 10 September 2006 (CEST) : target indicators fixed, f-key cheat disabled, "jump" menu available when far enough from system center.
+
[[DevBlogArchive]]
Location creation is now handled via a map-file-loader, different skyboxes and fog settings are possible.
+
Collision and radar are still broken as well as the pirate ai for target picking.
+
 
+
 
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[[User:Ghoulsblade|Ghoulsblade]] 20:13, 9 September 2006 (CEST) : location system is working, in the current svn you can teleport between our first 2 test-locations using f1 and f2. Known bugs : collision and radar isn't working, and the hud-target-indicators still show objects outside the current location. Will be fixed soon.
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[[User:Ghoulsblade|Ghoulsblade]] 01:33, 8 September 2006 (CEST) : location systems starts working, some heavy code restructuring has just been finished, and although collision detection is still broken, we definitely moved forward. Beware that this evenings svn commit is still work in process, and might be unstable, but it compiles and runs, and i gotta sleep a bit now.
+
Nothing new is visible yet, as there is no ingame command to change locations,
+
but the code structure is ready, so we should see some basic traveling features any day now.
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[[User:Ghoulsblade|Ghoulsblade]] 01:27, 8 September 2006 (CEST) : a few points are still open, but the hud is basically functional, and work on the location system (which is mainly used for travelling) has started, so its time to move on to the next point on the roadmap
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[[User:Ghoulsblade|Ghoulsblade]] 18:37, 6 September 2006 (CEST) : been busy starting the iris and zw rewrite, but now also working a bit on sfz again. Next thing planned are locations, eg. traveling between different places instead of just the one lame old asteroid field, but it'll take a while as this is a major design decision, so we have to plan carefully.
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Now there are multiple locations, and you can travel between them by "jumping" when you are far enough from the current locations-center.
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For now jumping is instantaneous and without any visual effekt.
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But fog stuff and different skyboxes look nice, so here are some screenshots:
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<gallery>
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Image:Sfz09102006_193621422.jpg
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Image:Sfz09102006_202127305.jpg
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Image:Sfz09102006_202202101.jpg
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</gallery>
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=== 2006 August ===
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[[User:Ghoulsblade|Ghoulsblade]] 14:47, 15 August 2006 (CEST) : After long silence (the end of the semester, lots of tests, and a lot of guildwars to save our sanity) things start rolling again. I'm currently cleaning up a few things in the code that have mutated a bit while experimenting with them, and the lua interface.
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=== 2006 July ===
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[[User:Ghoulsblade|Ghoulsblade]] 16:27, 3 July 2006 (CEST) : jehaww, the text element for our gui system is ready
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the basic drawing primitives (clippable panel with borders, clippable text) for our gui system are starting to work
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<gallery>
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Image:Sfzgui01.jpg
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</gallery>
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a radar (lower right of crosshair) and a radial grid (big circles and lines to objects)
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<gallery>
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Image:Sfz03_50.jpg
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Image:Sfz03_51.jpg
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Image:Sfz03_52.jpg
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</gallery>
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=== 2006 June ===
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[[User:Ghoulsblade|Ghoulsblade]] 23:05, 1 June 2006 (CEST): it's been quiet but we have quite a bit of progress, just no time to write about it, speedlines have been added to give visual feedback for own velocity, the hud-element-system has been made completely scriptable, and we just found and fixed the  "crash on ship death" bug under win, so a more playable win release should be available soon. I also just made a "buyzone" near the space-station, that shows a hud button when the player is within, still todo is to actually be able to buy something (just weapon upgrades for a start) and getting destroyed enemies and astaroids to drop something collectable to give the player cash to buy things with =)
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[[User:Ghoulsblade|Ghoulsblade]] 23:19, 1 June 2006 (CEST) i changed our roadmap a little, now trading (at least equipment) is on our current milestone...
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[[User:Ghoulsblade|Ghoulsblade]] 08:14, 19 June 2006 (CEST) : we tried CEGUI but didn't really like it, so we are currently working on our own little GUI-System.
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It will probably feature html-like dialog-specification-syntax, so custom dialogs can be sent from the server, strong lua integration, and customizable layout-handling.
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[[User:Ghoulsblade|Ghoulsblade]] 23:22, 29 June 2006 (CEST) : after playing (too much) guildwars, i finally completed the border-color-clipplane-thingie, a graphical element that will be used intensly by our gui, it can be coloured freely, even colour-transitions from the edges, supports clipping (for parent-child hierarchy and scrolling later on) and consists of 3x3 parts (middle + borders), where each part can use its own set of texturecoordinates, and the middle can have a seperate texture from the borders, e.g. something tilable.
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=== 2006 May ===
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we got stars, and speedlines
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<gallery>
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Image:Sfz05162006_195053430.jpg
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Image:S05_02.jpg
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Image:S05_03.jpg
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</gallery>
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=== 2006 April ===
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[[User:Ghoulsblade|Ghoulsblade]] 17:56, 24 April 2006 (CEST) : sorry, it has been quiet lately, i have been (and still am) busy porting iris (a 3d client for ultima, see [[http://iris.berlios.de]]) to the ogre3d engine, so far they have been using a homebrewn engine. My port is far from playable and only a rough test, but i couldn't resist to upload a few screenshots, see [[IrisOgreScreenshots]]
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[[User:Ghoulsblade|Ghoulsblade]] 13:37, 17 April 2006 (CEST) :
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After a full day coding with hagish, we have lots of cool new stuff, hud target info and aiming help thingies, simple but damn cool physics (try playing pool(billiard) by ramming asteroids) and even ingame dialog windows (for entering playername and such)
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[[User:Ghoulsblade|Ghoulsblade]] 23:39, 15 April 2006 (CEST) : sorry, i've been a bit quiet these past days, needed to clean a few things up before starting work on the HUD (using ogre input system now, smartptr and listener improved, c++ timer class implemented) but now the HUD is started, and we have a simple crosshair, more will follow soon =)
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[[User:Ghoulsblade|Ghoulsblade]] 20:05, 11 April 2006 (CEST) : worked a bit on shots and explosions, looking quite nice now i think (3 new screenshots), still not animated though, screenshots can be made ingame by pressing "f", dumped particles from this roadmap, not really needed currently, so now we are done with milestone number 2, jeeehaww !
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[[User:Ghoulsblade|Ghoulsblade]] 00:27, 11 April 2006 (CEST) : cleaned up the code a bit, improved the "beam"-primitives cam-adjustment, explosions now have a real billboard, firing while mousebutton is down, drawing spheres for debug is now possible (ClientSetEllipsoid)
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[[User:Ghoulsblade|Ghoulsblade]] 04:20, 10 April 2006 (CEST): after one afternoon coding with hagish, we got lots of work done, see svn-log, and just now i upped a few Screenshots, enjoy =)
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[[User:Ghoulsblade|Ghoulsblade]] 14:48, 5 April 2006 (CEST): things continue to go smoothly, the first "experimental, non-detonating, ogre-head-shaped seeking missile" is targetting the player. I just rearranged the roadmap a little, hud was moved to the next release, and this milestone is now focused on weapons and destruction
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[[User:Ghoulsblade|Ghoulsblade]] 00:20, 4 April 2006 (CEST) : i like lua, now i already use it to controll most of the server & client message transfer as well as object creation, and integrating newly joined clients into the server...  really a powerful scripting language.
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If this continues to go so smooth, we might have missile and other weapons sooner than expected. It is not the time for funky graphics yet, though...
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funny stupid trails and shiptrails
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<gallery>
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Image:S04_01.jpg
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Image:S04_02.jpg
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Image:S04_03.jpg
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Image:S04_04.jpg
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Image:S04_05.jpg
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</gallery>
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worked a bit on explosions...
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<gallery>
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Image:S02_21.jpg
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Image:S02_22.jpg
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Image:S02_23.jpg
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Image:S02_24.jpg
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Image:S02_25.jpg
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</gallery>
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The first screenshots of V0.2,
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asteroids (can be destroyed / big ones split)
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"beam" primitive for something-like-billboard-line like bullets
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non-animated sample explosion
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damage instead of instant kill
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totally dumb ai-ships (just constantly firing and flying towards player)
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no fancy graphics yet, but at least there is more on screen
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<gallery>
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Image:screens02_01.png
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Image:screens02_02.png
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Image:screens02_03.png
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Image:screens02_04.png
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Image:screens02_05.png
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Image:screens02_06.png
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Image:screens02_08.png
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Image:screens02_09.png
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Image:screens02_10.png
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</gallery>
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hud stuff, target indicators and such
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<gallery>
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Image:S03_01.jpg
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Image:S03_02.jpg
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Image:S03_03.jpg
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Image:S03_04.jpg
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Image:S03_05.jpg
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</gallery>
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=== 2006 March ===
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[[User:Ghoulsblade|Ghoulsblade]] 00:10, 31 March 2006 (CEST): After a little coding pause (learning about Lua, playing guildwars and iwar2, planning how to use lua for various things...) i started integrating Lua, i am really suprised about this scripting-language =)
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[[User:Ghoulsblade|Ghoulsblade]] 00:14, 14 March 2006 (CET): direkt hit weapon is now working, other ships can be killed per mouse-click.
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They just disappear though, no visual ray or explosions yet.
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However that finishes our first milestone, now the work on sfz0.2 can begin =)<br>
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See also Screenshots , it's still ugly though....
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[[User:Ghoulsblade|Ghoulsblade]] 02:28, 11 March 2006 (CET): almost done, network runs fine, only weapons are missing now. the graphics are still ugly of course.<br>
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The first screenshots of V0.1
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<gallery>
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Image:Sfz0.1_screen01.jpg|really ugly graphics, but enough for testing network and hit detection
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Image:Sfz0.1_screen02.jpg|one deadly mouse-click-shot later (with no visual weapon feedback yet (no visible ray, no explosion))
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</gallery>
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Latest revision as of 10:15, 6 July 2012

we moved the devblogs of our projects into one common blog: http://schattenkind.net/blog/

for download, see Main Page


2008 March

new blog software and url

Hagish 15:35, 8 October 2008 (CEST) because of some issues with the wiki bloging we moved to a "normal" software. you can find the new post under http://schattenkind.net/blog/ .

working on the new gui system

Ghoulsblade 23:33, 12 March 2008 (CET) : we're still testing in the iris codebase mainly, but the new gui system will be used for sfz as well, a little preview about some upcoming features for text display :
20080312230402_299.png

2008 February

bit quiet lately

Ghoulsblade 00:40, 15 February 2008 (CET): we're still around, but rather busy lately with other stuff, some interesting things that will probably be used for sfz planets later are being experimented with in iris (see iris devblog ), namely shadows, sky, and also a few grass and tree experiments. Also code for TextureAtlas and geometry-batching for better performance has been added there.

and we're also brainstorming for a redesing of the guicode, a few notes here.

2008 January

fastbatch

Ghoulsblade 21:09, 4 January 2008 (CET) : we've been working on a class for grouping the geometry of up large numbers of objects into a single batch, similar to the Ogre::StaticGeometry, this allows better performance at a slightly increased vram cost. It is a bit more lightweigt and flexible than static geometry, and has been designed to construct the batch fast so it can be used for contructing the batch at runtime, whereas Ogre::StaticGeometry was rather designed to construct the batch while loading a level or similar, so it wasn't really designed for fast construction. Also our batch allows colouring instances via vertex colour, and allows the whole batch to be repositioned and rotated as a whole. The main reason for developing it was to improve performance in iris, but it will probably be useful for things like asteroid fields in sfz as well, and maybe for stuff on planets later as well.

2007 December

merry xmas to all ! quiet here lately due to work on iris

Ghoulsblade 16:17, 24 December 2007 (CET) : merry xmas to all who read this =) it's been a bit quiet here lately, we're currently busy working on performance improvements for iris, but at least some of them might also be interesting for sfz later =) We're experimenting with multitexturing, tilebased terrain, transition masks, and a more dynamic batched geometry class than the Ogre::StaticGeometry, as we need to change the contents at runtime, and want to avoid costly reading mesh data back from VRAM. And since iris and sfz share the lugre lib, both projects benefit from the resulting code improvements and addtitions.

2007 November


tractorbeam experiment

Ghoulsblade 21:03, 26 November 2007 (CET) : first experimental tractor-beam weapon. Can be used to drag enemies inside the range of deadly close-range weapons.... or for having fun with asteroids :)

<flvplayer width="320" height="240" loop="false">TractorBeam01.ogg</flvplayer>


short video of interior walk

Ghoulsblade 16:22, 22 November 2007 (CET) : no new feature, but i made a short video showing how interior walking and furniture placement currently looks

<flvplayer width="320" height="240" loop="false">Interior.ogg</flvplayer>
Interior.ogg(1.5mb)

weapon icons : cooldown bar

Ghoulsblade 22:17, 20 November 2007 (CET) : the weapon icons now have a bar displaying the cooldown time until the weapon can be fired again.

clickable weapon icons

Ghoulsblade 17:16, 19 November 2007 (CET) : now we've got clickable weapon icons, left-click to fire the weapon, rightclick to open a context menu (currently only for unequipping)

better movement and more weapons

hagish 13:00, 18 November 2007 (CET) : Last night and the last 2 hours we improved the ship movement. Now we have a non-newton-max-velocity navigation. This not very realistic but far more fun. There are some new weapons too: splitting rockets (nut,star), chain laser, lightning gun

split rocket

hagish 16:45, 17 November 2007 (CET) : the first new weapon starts to work. a split rocket and a chain laser. http://sfz.schattenkind.net/wiki/images/f/f0/Splitrocket.ogg

weapon icons 2

Ghoulsblade 17:14, 11 November 2007 (CET) : BR48 showed up in the freegamer irc and asked if he could help out anywhere, now he started making nicer icons for us =)

Error creating thumbnail: Unable to save thumbnail to destination

forum thread : http://forum.freegamedev.net/index.php?t=msg&th=443

weapons and enemygroups

hagish 19:40, 4 November 2007 (CET) : last night ghouly and i worked a little bit on sfz. he startet to implement the new weapons and i merged the contributed enemygroup patch and started to implement a hero-defense like game mode.

weapon icons

Ghoulsblade 03:44, 1 November 2007 (CET) hagish and i met today, and we decided to focus on combat. some notes : Sfz31.10.2007 i already started making a few weapon-icons, they're rather simple, but should do for getting started.



rn_pd_rocket.png rn_pd_rocket_strong.png rn_pd_rocket_split1.png rn_pd_rocket_split3.png rn_pd_rocket_split_star.png (unguided missiles, last 3 can split into multipe warheads, in different formations)

rn_pd_missile.png rn_pd_missile_strong.png rn_pd_missile_remote.png (guided/homing missiles, the last one is remote controlled)

rn_pd_laser.png rn_pd_projectile.png rn_pd_railgun.png rn_pd_charging.png laser,projectile,railgun,charging

rn_pd_edrain.png rn_pd_tractor.png rn_pd_emp.png rn_pd_plasma_glob.png e-drain,tractor,emp(paralyzing shockwave),plasmaglob

rn_pd_afterburner.png rn_pd_chainlightning.png rn_pd_lightning.png rn_pd_plasma.png afterburner,chainlightning,lightning,plasma(like flamethrower)


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