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"Nova-Storm(W.I.P Name)"
Owner: ashcroftman
Showcase Entry: None
Total Entries: 6
ashcroftman
Entry: 6
06/08/2002
02:32 PM
Got someone working on the art(Feo) for the game. Seems to be a talented artist. Demo put off until new art done.

Just the facts.

ashcroftman
Entry: 5
06/04/2002
07:42 AM
The game is near complition proving to me I'm a better coder than my last game. I've done games 10x less complicated than this which had x2 the amount of code.(It sits at just over 1,300 lines right now) Ships are flying/shooting/motion blurring/vapour trailing. The only TWO main sections left are collisions(an hours work at most) and AI(probably a couple of weeks) then about two weeks of perfecting(Polishing). A demo should be out pretty soon, I need to attract a couple of artists!

Oh yeah, finally added a proper timer system. Enviroment system(Cubic based) and a proper 3d star system. Oh, not to forget lockable camera(So the ship can stay focused while the world turns.. All nice..)

Eek, forgot about a particle system.. eh, 2 days..


ashcroftman
Entry: 4
06/01/2002
02:38 PM
Also, thanks to Skully(Well, his game) I had to totally replace the control system(It was near Identical to his! I didn't want it to seem like I just copied him.. ) but it's now even better.(Than the previous one, it's not my job to compare it with Skully's, totally differant style of games...)
ashcroftman
Entry: 3
06/01/2002
02:36 PM
Finally coded a proper bullet system. As per usual it is all object based, meaning add new bullets is simply a case of defining it's props within the Build data directive(Blitz has one compiler directive, yes it does, don't argue. Ask mark) And thanks to the 'system' all needed files(Dat files etc) are created on first run automaticly. This basically means I can actually include a weapon editor with the game. Why I would want I don't know.. Probably won't...

Right, Motion Blur/Vapour Trails. Sexy just got an whole lot sexier, just wish you could upload shots here! Created a seperate 'blur' map for each rendable object, so the trails don't pile up when the ship isn't moving. Also improve the routine so that speed now direclty influences the size of the blur/trail(It looks better than I explain it...)

Every ship within the game can now have upto 10 unique weapons. Each weapon has 5 modes of upgrade. Each weapon starts off as a single fire and forget weapon, eventually at point 5 becoming a full on 6 way homing , damage overloaded beast of a thing.

Next comes the AI... I want to do a ANN, but the amount of work involved, I dunno.. It's just a lot of work!

End of coma inducing rmabling...
ashcroftman
Entry: 2
05/30/2002
03:29 PM
Coming along quite well, if I do say so myself!

Added the star system(Just for looks) and made some important decisions gameplay-wise.

It will be team-based(Due to the extremely modular approach, any ship can be controlled by any Input device(KEYBOARD/NET/MOUSE/AI/JOYPAD)
and has an allience with either the humans or the aliens. The motion blur has been improved, it now looks 'steller' with the 'half-cels' actually expanding with time, and since it can render every object on screen with 10+faded cels, it looks very nice.

Demo will be alot sooner than I thought, though the teamplay element won't be in(The Ai needs to be done, I'm not rushing Anything for the sake of going 'Ohh, look what I done!' and then get bored once everyone's finished admiring it.. Which would happen...

Screenshots tomorrow, if not tonight. Just got find an easy(I'm not one for effort..) to set up FREE hosting service.

ashcroftman
Entry: 1
05/27/2002
05:46 AM
Set to redefine 2d shooters. Using 3d Hardware to create a fully 360 rotatable 2d environment, with real-time motion blur.
Well, that's the blurb on the box, so to speak :)

It does already have a fairly unique control system, and it is a shed load of fun.

Expecting a demo in a month or so.
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