Difference between revisions of "DevBlog"

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=== 2007 august ===
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'''we moved the devblogs of our projects into one common blog: http://schattenkind.net/blog/'''
  
[[User:Ghoulsblade|Ghoulsblade]] 00:33, 6 August 2007 (CEST) we're back from dusmania, had a lot of fun, some interesting talks, and saw lots of spacegames this year, but mostly 2d.  we also worked a bit on sfz and talked with a few people about it and got lots of positive feedback, which is very motivating =D
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for download, see [[Main Page]]
hagish started experimenting with random generated structures that can be used for plants and lightning effects, and i just finished a geometry generation utility called loft (the green thing, not yet used with hagish data), that can be used later to generate geometry for plants with the data generated by hagishs lib.
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<gallery>
 
Image:20070806002543_362.png
 
Image:20070806003207_040.png
 
Image:20070806003217_802.png
 
Image:20070806003223_734.png
 
</gallery>
 
  
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== 2008 March ==
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[[User:Ghoulsblade|Ghoulsblade]] 00:39, 4 August 2007 (CEST) : bought weapons can now be equipped from cargo dialog<br>
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=== new blog software and url ===
hagish : solar system loaded from file, asteroids marking planet orbits
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<gallery>
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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/ .
Image:20070804002556_748.png
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</gallery>
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 +
=== working on the new gui system ===
  
[[User:Ghoulsblade|Ghoulsblade]] 17:34, 3 August 2007 (CEST) : a very simple trading starts to work, you can now buy and sell iron for other things, but so far they're useless, but that'll change soon.
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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>
hagish and i will be on http://dusmania.de/ this weekend.
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http://www.iris2.de/images/5/50/20080312230402_299.png
  
=== 2007 July ===
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[[User:Ghoulsblade|Ghoulsblade]] 11:39, 29 July 2007 (CEST) : we extracted/capsuled all the code shared between sfz, iris2 and other projects and put it into an external lib so we have it in one central place and don't have to merge changes back and forth every time.
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== 2008 February ==
As the main part of the lib is the lua binding for ogre we decided to call it lugre : http://lugre.schattenkind.net
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[[User:Ghoulsblade|Ghoulsblade]] 01:11, 28 July 2007 (CEST) : i've been busy with work (and with watching a cool animee) this week, so i didn't find the time to write here...
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=== bit quiet lately ===
  
Thanks to rookie1 from the freegamer forums it might now be possible to compile and run sfz on a 64 bit linux, but i can't test...
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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.
He sent in a patch, i added it to trunk, and also fixed a few other things that might be troublesome in 64 bit.
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see this thread for details : http://freegamer.schattenkind.net/index.php?t=msg&goto=111
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I also squashed a few bugs, cleaned a few things along the way, and made a new win32 exe, so you might want to run the updater if you were having problems.
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To clear up misunderstandings about the "as long as" in my last post :
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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].
We will implement some form of spacefolding travelspeed and possibilities to interrupt it, but i think we need to focus on other things first, see this thread for an interesting discussion about the topic : http://freegamer.schattenkind.net/index.php?t=msg&th=11
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There is a lot of code being shared between iris2 and sfz, and soon also by a third game-project by hagish and ray, so we will probably extract that code into a seperate lib to avoid having to merge new stuff back and forth every time.
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It's mainly a lua wrapper for the most important ogre parts as well as several utils for networking and similar things.
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== 2008 January ==
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[[User:Ghoulsblade|Ghoulsblade]] 02:01, 23 July 2007 (CEST) after thinking a while about space-folding travel and all the things to be considered when implementing it, i came to the conclusion that we don't really need it yet as long as the planets are so close together and not on a realistic scale, and other things like trading and missions are more important right now, and those usually involve traveling to other star systems, so i started a bit with the code for a list of star-systems
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=== fastbatch ===
  
[[User:Ghoulsblade|Ghoulsblade]] 00:33, 21 July 2007 (CEST) experiments with simple engine-particles
 
<gallery>
 
Image:Sfz_20070720232923_620.png
 
Image:Sfz_20070720233030_168.png
 
Image:Sfz_20070720233159_188.png
 
</gallery>
 
  
[[User:Ghoulsblade|Ghoulsblade]] 20:00, 20 July 2007 (CEST) : screenshot of two new models by isha :  
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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.
<gallery>
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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.
Image:Sfz_20070720194102_095.png
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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.
</gallery>
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[[User:Hagish|hagish]] 18:14, 16 July 2007 (CEST) : now laser and explosions have sound effects if you activate it in the config
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[[User:Ghoulsblade|Ghoulsblade]] 17:31, 16 July 2007 (CEST) : win compile was successful, so we now have a new binary released :
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[http://ghoulsblade.schattenkind.net/sfz/sfz_1.0.489.zip win32-binary] (build 489, ca32 mb)
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you might need to install this before it works:
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Microsoft Visual C++ 2005 SP1 Redistributable Package (x86) :
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http://www.microsoft.com/downloads/details.aspx?FamilyID=200B2FD9-AE1A-4A14-984D-389C36F85647&displaylang=en
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in the initial setup dialog, choose directx instead of opengl otherwise it crashes for an unknown reason so far.
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it includes an updater.exe to get the latest code changes, and as we are working mainly on the lua code which does not need to be compiled, you can get the latest changes this way even if we don't make a new release for a while.
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A new binary release will only be needed if there are changes to the c++ code, which are rather rare.
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Please note that sfz is still work in progress and there isn't any real gameplay yet, just a few things to try out =)
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[[User:Ghoulsblade|Ghoulsblade]] 02:46, 16 July 2007 (CEST): i successfully compiled and modified the iris updater for sfz, but it is useless until we have win binaries in the svn. i'll try to compile some using the project file by pascal in the next few days.
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<gallery>
 
<gallery>
Image:Sfzupdater.jpg
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</gallery>
 
</gallery>
  
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[[User:Ghoulsblade|Ghoulsblade]] 20:11, 14 July 2007 (CEST) :  we now have our own [http://freegamer.freeforums.org/viewforum.php?f=31 forum], thx to charlie aka [http://freegamer.blogspot.com/ FreeGamer] for hosting us !
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== 2007 December ==
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[[User:Ghoulsblade|Ghoulsblade]] 05:48, 14 July 2007 (CEST) : another coding night with hagish and lots of stuff done. we can now walk around inside the ship and place several furniture items and stuff like doors, ladders, grates, engines, and it even works well over network =)
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=== merry xmas to all ! quiet here lately due to work on iris ===
  
<gallery>
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[[User:Ghoulsblade|Ghoulsblade]] 16:17, 24 December 2007 (CET) : merry xmas to all who read this =)
Image:Sfz_20070714035126_506.png
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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 =)
Image:Sfz_20070714035531_330.png
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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.
Image:Sfz_20070714040003_485.png
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And since iris and sfz share the lugre lib, both projects benefit from the resulting code improvements and addtitions.
Image:Sfz_20070714040026_691.png
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Image:Sfz_20070714050121_574.png
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Image:Sfz_20070714050841_777.png
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Image:Sfz_20070714050953_868.png
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Image:Sfz_20070714052006_796.png
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Image:Sfz_20070714052410_691.png
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Image:Sfz_20070714052429_580.png
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Image:Sfz_20070714052624_652.png
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</gallery>
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[[User:Ghoulsblade|Ghoulsblade]] 00:14, 12 July 2007 (CEST) : i'm currently busy learning and writing tests for my studies, so i won't get to do much until the end of next week.
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[[User:Ghoulsblade|Ghoulsblade]] 19:04, 9 July 2007 (CEST) : hagish skinned the space-suit and the generator :
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== 2007 November ==
<gallery>
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Image:Sfz_20070709184925_886.png
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Image:Sfz_20070709184928_054.png
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Image:Sfz_20070709185615_660.png
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</gallery>
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[[User:Ghoulsblade|Ghoulsblade]] 19:41, 7 July 2007 (CEST) : enhanced the interior mesh generation a bit more, holes should be fixed now, some fine borderlines and a little tweaking of the ambient light vector greatly improve the spatial awareness, and i changed the firefly model to look better from the inside.
 
  
<gallery>
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=== tractorbeam experiment ===
Image:Sfz_20070707194118_352.png
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Image:Sfz_20070707194155_207.png
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Image:Sfz_20070707194239_745.png
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Image:Sfz_20070707194246_854.png
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Image:Sfz_20070707194247_844.png
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</gallery>
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[[User:Ghoulsblade|Ghoulsblade]] 03:41, 7 July 2007 (CEST) : experiments with walking around inside space-ships have begun, it's flying rather than walking and there is no collision detection so far, but we've got the inverted ship-mesh with inner walls removed.  
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[[User:Ghoulsblade|Ghoulsblade]] 21:03, 26 November 2007 (CET) : first experimental tractor-beam weapon.
also hagish made a few nice 3d models : a space-suit to avoid billboard troubles, a couch : one of mankinds greatest achievements which should be aboard every starship, and a engine/generator like model that we'll use for various machinery, being able to hue/recolor meshes via lua code sure multiplies the uses for a new mesh :)
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Can be used to drag enemies inside the range of deadly close-range weapons.... or for having fun with asteroids :)
  
<gallery>
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<flvplayer width="320" height="240"  loop="false">TractorBeam01.ogg</flvplayer>
Image:Sfz_20070707033144_670.png
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Image:Sfz_20070707033223_508.png
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Image:Sfz_20070707033355_434.png
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</gallery>
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[[User:Hagish|hagish]] 02:36, 7 July 2007 (CEST) : another coding night :)
 
<gallery>
 
Image:Screen spaceman.png
 
Image:Screen spaceman couch.png
 
</gallery>
 
  
[[User:Ghoulsblade|Ghoulsblade]] 19:56, 6 July 2007 (CEST): we're currently working on a "location" system, that enables us to move objects to seperate "dimensions", for example to avoid destroying a fighter-object when it is docking, it is simply moved to a seperate "hangar-dimension".
 
these things can later also be used for walking around inside spaceships (we're also working on generating experimental interior meshes for that) and for wormholes, etc...
 
such a "dimension" has nothing todo with fancy graphics, it's just a logical grouping of objects so coordinate systems can overlap without objects interfering with each other. this isn't quite finished, the hudmarkers and other things still have to be adjusted. the current "hangar dimension" is nothing more than a gray empty space so far =)
 
  
<gallery>
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=== short video of interior walk ===
Image:Sfz_20070706195857_949.png
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</gallery>
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[[User:Ghoulsblade|Ghoulsblade]] 23:41, 4 July 2007 (CEST) : player now starts with a bigger ship and can launch from it in a little fighter and dock back on if they wish. meshes and gui for this are still very simple, but the code behind it works and can now be cleaned and extended.
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[[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
  
<gallery>
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<flvplayer width="320" height="240"  loop="false">Interior.ogg</flvplayer><br>
Image:Sfz_20070704234311_804.png
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[http://sfz.schattenkind.net/wiki/images/7/72/Interior.ogg Interior.ogg(1.5mb)]
</gallery>
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[[User:Ghoulsblade|Ghoulsblade]] 02:02, 4 July 2007 (CEST) : it is now possible to exit the current spaceship and float around in a space-suit, you can also enter ship.
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=== weapon icons : cooldown bar ===
but there is a funny bug : i did put a check in to ensure that you couldn't enter pirate ships, but i forgot to check if the object to be entered is actually a ship, so now you can enter anything (except pirate-ships) and fly around as an asteroid, as a space-station or even as a wormhole :)
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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:Sfz_20070704020218_453.png
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Image:20071120221401_148.png
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Image:Sfz_20070704020406_840.png
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Image:Sfz_20070704020452_835.png
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Image:Sfz_20070704020520_778.png
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</gallery>
 
</gallery>
  
[[User:Ghoulsblade|Ghoulsblade]] 19:36, 3 July 2007 (CEST) we've got a billboard space-suit ! so i guess we'll soon add something to enter and exit spaceships
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=== clickable weapon icons ===
  
 +
[[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:Sfz_20070703192609_285.png
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Image:20071119170851_778.png
 
</gallery>
 
</gallery>
  
[[User:Ghoulsblade|Ghoulsblade]] 18:19, 1 July 2007 (CEST) i reorganised the object code a bit in preparation for buying,selling and installing equipment
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=== better movement and more weapons ===
 
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[[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
=== 2007 June ===
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[[User:Ghoulsblade|Ghoulsblade]] 03:12, 30 June 2007 (CEST) : now we have text next to the hull and shield meters, especially the distance info to the selected target is useful. also the right-click-menu has gotten a few useful new items.
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<gallery>
 
<gallery>
Image:Sfz_20070630031213_209.png
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</gallery>
 
</gallery>
  
[[User:Ghoulsblade|Ghoulsblade]] 19:59, 29 June 2007 (CEST) : just moved the branch we were working on back to the trunk, so if you have been using the branch please change your svn path to
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=== split rocket ===
  svn checkout svn://zwischenwelt.org/sfz/sfz/trunk
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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.
 +
http://sfz.schattenkind.net/wiki/images/f/f0/Splitrocket.ogg
 +
=== weapon icons 2 ===
  
i made a simple cargo dialog you can see what cargo you have, and can jettison it if you don't need it.
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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,
also it's now easy to add tooltips to gui elements, and i have done that for the shield and hull-meters already.
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now he started making nicer icons for us =)
(see left-top, the mouse isn't visible on the screenshot)
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<gallery>
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[[Image:Icon-rocket.png]]
Image:Sfz_20070629200437_861.png
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forum thread : http://forum.freegamedev.net/index.php?t=msg&th=443
</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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=== weapons and enemygroups ===
  
[[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]] 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.
<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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=== weapon icons ===
  
<gallery>
 
Image:Sfz_20070626175953_503.png
 
Image:Sfz_20070626180009_427.png
 
</gallery>
 
  
[[User:Ghoulsblade|Ghoulsblade]] 23:37, 24 June 2007 (CEST) : hud : object markers : colored edges around objects
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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.
<gallery>
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some notes : [[Sfz31.10.2007]]
Image:Sfz_20070624234238_099.png
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i already started making a few weapon-icons, they're rather simple, but should do for getting started.
</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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[[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.
 
  
[[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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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_rocket.png
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_rocket_strong.png
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_rocket_split1.png
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_rocket_split3.png
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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>
  
[[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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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_missile.png
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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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_missile_strong.png
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_missile_remote.png
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(guided/homing missiles, the last one is remote controlled)
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<br>
  
[[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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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:Sfz_20070617002321_688.png
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_railgun.png
</gallery>
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_charging.png
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laser,projectile,railgun,charging
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<br>
  
[[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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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_edrain.png
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_tractor.png
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_emp.png
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_plasma_glob.png
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e-drain,tractor,emp(paralyzing shockwave),plasmaglob
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<br>
  
[[User:Ghoulsblade|Ghoulsblade]] 02:28, 16 June 2007 (CEST): first experiments with 3rd person cam
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_afterburner.png
<gallery>
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_chainlightning.png
Image:Sfz_20070616022942_171.png
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http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_lightning.png
Image:Sfz_20070616023019_409.png
+
http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_plasma.png
Image:Sfz_20070616023101_536.png
+
afterburner,chainlightning,lightning,plasma(like flamethrower)
Image:Sfz_20070616023118_470.png
+
</gallery>
+
  
[[User:Ghoulsblade|Ghoulsblade]] 13:54, 15 June 2007 (CEST):
 
After experimenting a bit we decided against making sfz combat based on fast reaction time and dogfight navigation,
 
which quickly leads to frustrating "where is the enemy" problems. Instead weapons won't have to be aimed manually,
 
they'll work like turrets, and if the enemy is in range you will be able to hit him without effort.
 
 
The deciding factor in combat will be stuff like weapon ranges
 
and strengths and weaknesses of different weapons against different shield-types,
 
homing missiles and counter-measures, maybe also a bit of energy management.
 
This makes positioning, tactics and equipment a more interesting component.
 
 
Therefore a 3rd-person perspective of your own ship will probably be better than 1st person, for getting a better overview.
 
This also fits nicely with the ship-editing features, because if you designed your own ship, you will want to see it =)
 
Another benefit is that this makes it easier to use the mouse for gui stuff during combat,
 
as there is no more need to use the mouse as joy-stick-like aiming tool, like in 1st person.
 
So we can use the mouse for clicking on a target list, display tooltipps over hud-elements,
 
and configure weapons and autopilot maneuvers with a proper gui using the mouse
 
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,
 
I tried it some time ago and it had some interesting gui
 
(ingame web-browser, 3rd person stuff like described above, target lists, cool map)
 
and some nice gameplay elements (frequency crystals for weapons, buildingplans for equipment, most stuff could be crafted, also weapon ranges were very important)
 
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,
 
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.
 
By not going massive multiplayer, and focusing on coop instead, we will try to avoid these problems.
 
 
 
[[User:Ghoulsblade|Ghoulsblade]] 23:44, 11 June 2007 (CEST) code is now online (not trunk, but branches/eihortport)
 
 
[[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>
 
Image:Sfz 20070609020353 644.png
 
Image:Sfz 20070609020415 064.png
 
Image:Sfz 20070609020417 798.png
 
Image:Sfz_20070609020048_348_sat_vs_planet.png
 
Image:Sfz 20070609104954 521.png
 
Image:Sfz 20070609104949 713.png|disco feeling !
 
Image:Sfz 20070609104945 307.png
 
</gallery>
 
 
[[User:Ghoulsblade|Ghoulsblade]] 23:00, 7 June 2007 (CEST) pirates hunt the player, and player laser can now damage and destroy stuff
 
 
<gallery>
 
Image:Sfz_20070607225718_057.png
 
Image:Sfz_20070607225856_990.png
 
Image:Sfz_20070607225928_257.png
 
</gallery>
 
 
[[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
 
 
[[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 =)
 
 
<gallery>
 
Image:SfzPirate54943.jpg
 
</gallery>
 
 
[[User:Ghoulsblade|Ghoulsblade]] 09:38, 5 June 2007 (CEST) our [https://sourceforge.net/projects/sfz sourceforge project] has been approved =)
 
soon we'll have a nice mailinglist (6-24 hours)
 
 
[[User:Ghoulsblade|Ghoulsblade]] 22:54, 4 June 2007 (CEST) : experimental colored hud-text for all objects
 
 
<gallery>
 
Image:Sfz21771.jpg
 
</gallery>
 
 
 
[[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.
 
 
[[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.
 
 
 
[[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.
 
also load and save is now possible, the filebrowsing dialogs are just very simple so far, but its a start =)
 
here's a ship hagish just made in a few minutes :
 
<gallery>
 
Image:24544.jpg
 
</gallery>
 
[[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>
 
the algorithm for calculating the best position starts to work, but finding a good rotation/mirroring needs still a bit of work when the parttype being placed is different from the parttype that was clicked.
 
When this is working we will create tools for putting different skins on the parts (eg. solid metal, window,...) and applying color.
 
<gallery>
 
Image:497768.jpg
 
Image:969908.jpg
 
</gallery>
 
 
 
 
[[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.
 
 
<gallery>
 
Image:Sfz26153.jpg
 
Image:Sfz51890.jpg
 
Image:Sfz82828.jpg
 
</gallery>
 
 
[[User:Ghoulsblade|Ghoulsblade]] 17:31, 12 May 2007 (CEST): experimental mirror tool working, added ramp and pyramid with z-length = 1
 
<gallery>
 
Image:Sfz124463.jpg
 
</gallery>info@example.org
 
 
[[User:Ghoulsblade|Ghoulsblade]] 14:51, 12 May 2007 (CEST):  implemented ramp primtive using the texture hagish made
 
<gallery>
 
Image:Sfz65949.jpg
 
</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.
 
<gallery>
 
Image:Sfz22997.jpg
 
</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)
 
<gallery>
 
Image:Sfz64881.jpg
 
Image:Sfz95962.jpg
 
Image:Sfz207459.jpg
 
Image:Sfz473830.jpg
 
</gallery>
 
 
[[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.
 
<gallery>
 
Image:Sfz128164.jpg
 
</gallery>
 
 
 
[[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 =)
 
i also cleaned up the wiki a bit.
 
 
<gallery>
 
Image:Sfz62982.jpg
 
Image:Sfz167165.jpg
 
</gallery>
 
 
[[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.
 
<gallery>
 
Image:ShipEdit84070.jpg
 
</gallery>
 
 
 
[[User:Ghoulsblade|Ghoulsblade]] 23:52, 2 May 2007 (CEST): added lighting to mainmenu background scene, looks a lot nicer =)
 
 
<gallery>
 
Image:MainMenuLighting48160.jpg
 
</gallery>
 
 
[[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>
 
Image:MainMenu41718.jpg
 
Image:MainMenu79440.jpg
 
</gallery>
 
  
=== 2007 April ===
+
<endFeed /> <!-- place startFeed tag at the start of every month, and endFeed at the end -->
  
=== archive ===
+
== DevBlogArchive ==
 
[[DevBlogArchive]]
 
[[DevBlogArchive]]

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)


DevBlogArchive

DevBlogArchive