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"Future Miner - The Futures Grim"
Owner: snarty
Showcase Entry: Future Miner - The Futures Grim
Total Entries: 4
snarty
Entry: 4
08/31/2002
09:07 AM
Well, not updated the worklog in a while, so there are some major additions.

The Editor is near completion and so the real fun will soon begin, designing and testing levels and bringing the games (not editors) backend in.

The file system I planned to use for FM has worked a treat and is now implimented, it's best described as an AI File System (I'll call that AIFS, hehe). Basically, you will need to import and GFX or sound files via the editor in order for it to be recognised and given an ID and placed in the appropriate place. That is the pretty simple bit.. but, when you actually come to build your levels and say you use 5 dissolving floors (all the same image), the file system recognises this and will only load one instance (image wise) of the dissolving floor anim and set up the floors and zones which will all reference to a single image in memory. Pretty handy for low end machines.

So anyway, dissolving floors, and Animated Scenery are in, you can import your own anim scenery and the only criteria is that each animation frame is no larger than 128x128, this is just so it keeps things nice on the GUI layout mainly.. if you need larger, it would not take any effort to join two, three or four together.

Many other features tidied up on the editor side, some of the earlier alpha leaks and open end code have been sealed and tied up.

Been having major personal difficulties of late, but have decided life is not serious enough for me to worry about, and have therefore ignored all "life situations" and got my head well burried in FM, so expect a rapid increase in development.

Well, next on the agenda is Foreground Scenery placement, you can already import an 800x500 layer to place over the top, but this will give you the option of adding images to that foreground layer at a later date.. after that, which to be honest should'nt take more than an hour to impliment I will be starting work on the much awaited Baddie Path Control Editor.. which I'm looking forward to (minus the nightmares).

Well until next time peeps, if anyone is actually reading this.. out.
snarty
Entry: 3
05/21/2002
03:29 AM
Ok, added a little more to FM AI brain, now he knows what stars are and how many he should be collecting.

Also, added dust particles with alpha blending into the game (totally 2D code) and runs ok down to a 700mhz CPU with 1000 dust particles on screen, this will be an option and not compulsary. Looks cool though.

First baddie code is in, decided that I would have to start using Types at some point, so there in now, this also means the baddie handling routine is universal for every baddie, both mobement paths and collision with FM.

Aron has totally revamped the first level, view shocase to have a look, and much to my approval. Still loads to add, including animated scenery etc.. sounds effects library is slowly being built up be Liam, and will be added shortly.

Matt is busy rendering the avi cut scenes/intros and they are look top drawer. Anthony is beavering away at the characters, and the most recent edition is the robot on the new screenie.

Well, things are moving along nicely, still have to add these new features to the editor, but now I have them running how I want I know more on how I can make this dran'n'drop for the ed. More to come soon........
snarty
Entry: 2
05/17/2002
02:34 AM
Well, I finally managed to get started back on this a couple of days ago, when I first looked over the code I had already started (back in November'ish time) I thought "Why did I do that", then realised this would have been early days and would still be fumbling around not using certain commands.

So, Overhauled the editor code totally and incorperated my new graphics format to cut down on massive .bmp when saving custom levels out. Also, sorted a temporary method of platform cration (ie zones) so that the main character has some point of reference.

Now I had the map data sorted it was time to start work on the actual game engine and introduce some AI into Future to make sure he knew about the map surroundings, at first I was getting strange results, but a quick Debuglog here and there soon pointed out the problem ("Must remember to take note of # and % type vars, hehe").

So Future now has his first simplistic AI brain, and can now sense the maps surroundings and jump around merrily with no sticky wall or floor syndrome. Going to be adding the Star placement into the editor, and then add more to Futures AI code so he knows what he's supposed to be collecting and what it looks like.

More to come soon, Don't forget to keep checking our home page and showcase entry for new screenshots and news etc.
snarty
Entry: 1
05/10/2002
02:48 AM
Well, this project should have been underway months ago but thank to two companys (TINY & TIME) there has been a delay thanks to their shoddy turn-a-round time on getting my comp fixed many months ago... anyhow enough of that.

Ok, you may see that work on the editor is well underway, although the file system to prevent GFX being stolen maybe ditched, as these days its not really that hard to screen shot now is it?

So, Future Miner is a conversion of my Amiga title released in 1996 (or should have been released, more problems), and now is finally having a make over, and this time is being released, many things have been planned to add special touches not easily done back in the Amiga days, but at the same time not losing the feel of the original.

I have got together a great team this time so hopefully it will be easier to add extra animation and levels this time around. Those working on the project are: Shezzor, Defoc8, Fash_FD, Lord_Sharpe and Lord_Shadow, so a talented bunch you will agree.
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