Difference between revisions of "DevBlog"

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'''we moved the devblogs of our projects into one common blog: http://schattenkind.net/blog/'''
  
 +
for download, see [[Main Page]]
  
  
=== SFZ 0.4 - eihort ===
+
== 2008 March ==
 +
<startFeed /> <!-- place startFeed tag at the start of every month, and endFeed at the end -->
  
[[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.
+
=== new blog software and url ===
<gallery>
+
Image:ShipEdit84070.jpg
+
</gallery>
+
  
 +
[[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/ .
  
[[User:Ghoulsblade|Ghoulsblade]] 23:52, 2 May 2007 (CEST): added lighting to mainmenu background scene, looks a lot nicer =)
+
=== working on the new gui system ===
  
<gallery>
+
[[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:MainMenuLighting48160.jpg
+
http://www.iris2.de/images/5/50/20080312230402_299.png
</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.
+
<endFeed /> <!-- place startFeed tag at the start of every month, and endFeed at the end -->
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>
+
== 2008 February ==
Image:MainMenu41718.jpg
+
<startFeed /> <!-- place startFeed tag at the start of every month, and endFeed at the end -->
Image:MainMenu79440.jpg
+
</gallery>
+
  
=== SFZ 0.4 - xotus ===
+
=== bit quiet lately ===
  
we started a little mod using the 2d ingame graphics from a friends browsergame xotus (http://www.xotus.de/)
+
[[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.
<gallery>
+
Image:SfzXotus12072006_134920623.jpg
+
Image:SfzXotus12072006_135308898.jpg
+
</gallery>
+
  
=== SFZ 0.4 ===
+
and we're also brainstorming for a redesing of the guicode, a few notes [http://lugre.schattenkind.net/index.php/GUINotes here].
  
Now there are multiple locations, and you can travel between them by "jumping" when you are far enough from the current locations-center.
+
<endFeed /> <!-- place startFeed tag at the start of every month, and endFeed at the end -->
For now jumping is instantaneous and without any visual effekt.
+
But fog stuff and different skyboxes look nice, so here are some screenshots:
+
  
<gallery>
+
== 2008 January ==
Image:Sfz09102006_193621422.jpg
+
<startFeed /> <!-- place startFeed tag at the start of every month, and endFeed at the end -->
Image:Sfz09102006_202127305.jpg
+
Image:Sfz09102006_202202101.jpg
+
</gallery>
+
  
=== SFZ 0.3 ===
+
=== fastbatch ===
  
the basic drawing primitives (clippable panel with borders, clippable text) for our gui system are starting to work
 
<gallery>
 
Image:Sfzgui01.jpg
 
</gallery>
 
  
a radar (lower right of crosshair) and a radial grid (big circles and lines to objects)
+
[[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>
+
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:Sfz03_50.jpg
+
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.
Image:Sfz03_51.jpg
+
Image:Sfz03_52.jpg
+
</gallery>
+
  
we got stars, and speedlines
 
 
<gallery>
 
<gallery>
Image:Sfz05162006_195053430.jpg
+
Image:20080104213835 948.jpg
Image:S05_02.jpg
+
Image:20080104213836 299.jpg
Image:S05_03.jpg
+
Image:20080104213830 410.jpg
 +
Image:20080104213855 798.jpg
 +
Image:20080104213900 317.jpg
 +
Image:20080104213905 754.jpg
 
</gallery>
 
</gallery>
  
funny stupid trails and shiptrails
+
<endFeed /> <!-- place startFeed tag at the start of every month, and endFeed at the end -->
<gallery>
+
Image:S04_01.jpg
+
Image:S04_02.jpg
+
Image:S04_03.jpg
+
Image:S04_04.jpg
+
Image:S04_05.jpg
+
</gallery>
+
  
hud stuff, target indicators and such
+
== 2007 December ==
<gallery>
+
<startFeed /> <!-- place startFeed tag at the start of every month, and endFeed at the end -->
Image:S03_01.jpg
+
 
Image:S03_02.jpg
+
=== merry xmas to all ! quiet here lately due to work on iris ===
Image:S03_03.jpg
+
 
Image:S03_04.jpg
+
[[User:Ghoulsblade|Ghoulsblade]] 16:17, 24 December 2007 (CET) : merry xmas to all who read this =)
Image:S03_05.jpg
+
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 =)
</gallery>
+
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.
 +
 
 +
<endFeed /> <!-- place startFeed tag at the start of every month, and endFeed at the end -->
 +
 
 +
== 2007 November ==
 +
<startFeed /> <!-- place startFeed tag at the start of every month, and endFeed at the end -->
 +
 
 +
 
 +
=== tractorbeam experiment ===
 +
 
 +
[[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 :)
 +
 
 +
<flvplayer width="320" height="240"  loop="false">TractorBeam01.ogg</flvplayer>
 +
 
 +
 
 +
 
 +
=== 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
 +
 
 +
<flvplayer width="320" height="240"  loop="false">Interior.ogg</flvplayer><br>
 +
[http://sfz.schattenkind.net/wiki/images/7/72/Interior.ogg Interior.ogg(1.5mb)]
  
=== SFZ 0.2 ===
+
=== weapon icons : cooldown bar ===
  
worked a bit on explosions...
+
[[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:S02_21.jpg
+
Image:20071120221401_148.png
Image:S02_22.jpg
+
Image:S02_23.jpg
+
Image:S02_24.jpg
+
Image:S02_25.jpg
+
 
</gallery>
 
</gallery>
  
The first screenshots of V0.2,
+
=== clickable weapon icons ===
asteroids (can be destroyed / big ones split)
+
 
"beam" primitive for something-like-billboard-line like bullets
+
[[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)
non-animated sample explosion
+
damage instead of instant kill
+
totally dumb ai-ships (just constantly firing and flying towards player)
+
no fancy graphics yet, but at least there is more on screen
+
 
<gallery>
 
<gallery>
Image:screens02_01.png
+
Image:20071119170851_778.png
Image:screens02_02.png
+
Image:screens02_03.png
+
Image:screens02_04.png
+
Image:screens02_05.png
+
Image:screens02_06.png
+
Image:screens02_08.png
+
Image:screens02_09.png
+
Image:screens02_10.png
+
 
</gallery>
 
</gallery>
  
=== SFZ 0.1 ===
+
=== better movement and more weapons ===
The first screenshots of V0.1
+
[[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:Sfz0.1_screen01.jpg|really ugly graphics, but enough for testing network and hit detection
+
Image:20071118124524 100.png
Image:Sfz0.1_screen02.jpg|one deadly mouse-click-shot later (with no visual weapon feedback yet (no visible ray, no explosion))
+
Image:20071118124526 071.png
 +
Image:20071118124530 554.png
 +
Image:20071118124541 628.png
 +
Image:20071118124602 996.png
 +
Image:20071118124701 774.png
 +
Image:20071118124703 713.png
 +
Image:20071118124705 524.png
 +
Image:20071118124731 281.png
 +
Image:20071118124733 949.png
 +
Image:20071118124759 514.png
 +
Image:20071118124801 804.png
 +
Image:20071118124803 595.png
 
</gallery>
 
</gallery>
 +
 +
=== split rocket ===
 +
[[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 ===
 +
 +
[[User:Ghoulsblade|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 =)
 +
 +
[[Image:Icon-rocket.png]]
 +
forum thread : http://forum.freegamedev.net/index.php?t=msg&th=443
 +
 +
=== weapons and enemygroups ===
 +
 +
[[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.
 +
 +
=== weapon icons ===
 +
 +
 +
[[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.
 +
 +
 +
 +
 +
http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_rocket.png
 +
http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_rocket_strong.png
 +
http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_rocket_split1.png
 +
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>
 +
 +
http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_missile.png
 +
http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_missile_strong.png
 +
http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_missile_remote.png
 +
(guided/homing missiles, the last one is remote controlled)
 +
<br>
 +
 +
http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_laser.png
 +
http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_projectile.png
 +
http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_railgun.png
 +
http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_charging.png
 +
laser,projectile,railgun,charging
 +
<br>
 +
 +
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>
 +
 +
http://zwischenwelt.org/svn/sfz/sfz/trunk/data/icon/rn_pd_afterburner.png
 +
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)
 +
 +
 +
<endFeed /> <!-- place startFeed tag at the start of every month, and endFeed at the end -->
 +
 +
== 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