Difference between revisions of "DevBlog"

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(2007 December)
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for download, see [[Main Page]]
 
for download, see [[Main Page]]
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== 2008 January ==
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=== we love you all ===
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== 2007 December ==
 
== 2007 December ==

Revision as of 20:53, 4 January 2008

for download, see Main Page

2008 January

we love you all

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