Tuesday, September 30, 2008

Texture work in progress

I have started preparing textures for the game which are available in the Archive/TextureArchive folder. I am also putting up textures done by blake and Vang there. There isn't alot of textures there yet; but content will be added there regularly for artists to use in I2B. For future 3d shader use, I have a plugin for generating normal maps. Mostly metal and stone textures are aimed for the demo.

Monday, September 22, 2008

Model Renders

These are just a couple of models i did from a few of the sketches i was able to find on the page, forgive me if they are not what the artist had in mind due to the fact that i only had one view to work from.

Model Renders

These are just a couple of models i did from a few of the sketches i was able to find on the page, forgive me if they are not what the artist had in mind due to the fact that i only had one view to work from.

Model renders

These are just a couple of models i did from a few of the sketches i was able to find on the page, forgive me if they are not what the artist had in mind due to the fact that i only had one view to work from.

New Model Renders

These are just a couple of models i did from a few of the sketches i was able to find on the page, forgive me if they are not what the artist had in mind due to the fact that i only had one view to work from.

Sunday, September 21, 2008

They are separated

I just finished separating the scenes from their loading. This decoupling will help in switching scenes at runtime without the need to reload assets each time. There are still minor related tasks to be done, but they do not affect current functionality.


This compass will be created as an entity with multiple directions. It will need to rotate towards the player's current beacon location. To stop the arrow clashing with spacecraft underneath, a circle is used as its background; along with a dark border to prevent clashes with bright water backgrounds. It is default I2B aqua and grey as there are no other glyphs apart from the mission text glyphs in that area. The popup menu would be hidden most of the time.

Saturday, September 20, 2008

GUI WIP Part one

Ok, currently the interface elements are scattered and unorganized. Vangelous has created the theme for the interface along with many nice elements, now I am in the process of putting these elements into the engine whilst adding some of my own. Whilst certain animation issues are being covered, I have focused on designing the layout of the game interface. Rather than make a simple composition for the demo, I am aiming for the real thing so that I shouldn't need to come back to make big changes to the interface unless it is for life or death. In the demo we can just use what ever glyphs are needed and hide the rest for the real game. Most likely, nothing you see in the screenshots will be hidden apart from certain tabs which are going to be group glyphs that control major aspects of the game; and perhaps the popup menu. So, most features will not be in full use in the 0.3 demo.

The play area view is kept square so as not to interfere with the players judgement of their shooting target. The time it takes for a projectile to reach the top of the view should be similar to how long it takes for the projectile to reach the right hand side of the view. This means the camera and ship are positioned in center of the view, slightly to the right and above the screen center. The GUI will be on a high layer to cover over the game entities. A feature to allow the GUI to be toggled visible and invisible way later on will be good; since the GUI is not always needed.

Everything major to do with the player is located at the bottom. Everything to do with other players or AI are on the right, including the target player or AI at which the player is shooting at or helping. Game status pretty much holds team condition and power progress bars along with their states and other information vital for winning a game. Management actions, Statistics, Chat, Missions, Event Logs and other features are on the left. Event logs will show what weapons the player used and how much damage they caused to the targets; anything that helps the player to understand what is happing that is not fully understood by what is seen on the playfield. Critical event logs are rear events such as 'Our scientist has died'; this would also be in the regular event log. The Mini radar is on the top right, which will also be a link to a full screen radar (in the real game), which is there to allow the player to visualize what is happening in a larger scale than in the regular view. The compass and game status elements are yet to be done. The compass points to a beacon entity; usually a mission beacon or sometimes a player positioned beacon. Miniture compasses will optionally point towards detected ships, so that the player is aware of there position even though the player cannot see them from only 500 pixels away. Whether these compasses are to be stacked in the game status area or along the play view perimeter is yet to be decided, any ideas would be great. The mission state is going to be provided with text glyphs.

Anything in the final GUI that is not grey or blue is related to key information. Colors that represent different information should not clash. For example when looking at a ship you are aiming to shoot, you don't need to move you eyes to know how much power you have, because from the lower half of your vision, the only major glyph that is orange on the screen is your power bar.

The action bar currenty contains only 3 buttons because the imaginery player only has two rockets and a force field. The first weapon has a blue ring that is full; meaning the weapon is recharged and ready for use. It is selected because of the orange glow around the button. It is a manual fire weapon because it has a blue ring. The next weapon is automatic and requires that the player selects a target on play view or in the radar for the rocket to home in on them. This weapon is not selected because it has no orange glow. The weapon cannot be used because it is recharging, shown by the incomplete ring (which is a progress bar). The force field on button three is available because anything that does not work on a spacecraft model is removed from the action bar; hence the other empty slots. The force field is on, because the button has a blue border (Normal), if the button is off it would be completely grey. Toggle devices/weapons don't recharge, so there is no ring. There can be many weapons or devices in the inventory, but the spacecraft have limits. Although there are 10 action slots; relating to keyboard keys 1,2,3....9 and 0; spacecraft can hold more than 10 devices/weapons. Button 11 to 20 are just hidden, pressing a scroll button will hide buttons 1-10 and show buttons 11-20, and so on. The inventory does not only represent what is inside of a spacecraft, but also what spacecraft is owned by the player. The spacecraft, bases and containers will act as inventory folders in the real game; so it would be common practice to use a quick spacecraft to travel to far places to pick up small items, a large spacecraft to transfer people and smaller spacecraft around, and a powerful model for battles.

Next I will implement any suggested good ideas and work on the compass, radar and team progress bars.

Wednesday, September 17, 2008

Power and containment devices

A few concept sketches for power and containment devices.

Staying in Sync

I have been going through our planed versions vision and noticed that things were a bit out of sync. We are working on version 0.2 and yet we have finished almost as many 0.3 features as 0.2 ones and even some from 0.4 (like filtering and collision). So I have decided to resynchronize the vision and move items around so that what is being worked on at this time would belong to 0.2 and moved other 0.2 items over to 0.3.

It seems that we are almost done with 0.2. Basically once dynamic trigger registration is complete (and some events defined) we are done.

Monday, September 15, 2008

More Gun(s)

Monday, September 8, 2008

Some guns..

They are grouped

We now have a "Group" container glyph. This glyph allows us to group different glyphs together to achieve various effects ranging from putting text on buttons to having movable windows and frames of glyphs.

Sunday, September 7, 2008

chief commander katsuto asuka

how about this.
is he japanese?

Saturday, September 6, 2008

Pure events

After some productive discussions with Thales about the best ways to filter events, we finally decided on an interesting filtering mechanism. We will be using a separate filter object for each condition. This allows us greater flexibility in composing our filtering conditions. An event must pass a chain of filters, if any of them rejects the event then it doesn't get processed. ORing of conditions would be possible via a higher level OR filter that takes as its parameters the filters to OR, this feature is not yet need though.

Our first concrete filter was implemented and tested, it will filter entities based on their Instance IDs.

Friday, September 5, 2008

I2B 0.3 Demo preperations

Features in the engine are expanding to the point of having much to show. As we move forward, content for the first demo has been started; with a space shooter, glyph showcases, comic strip and script demos planned for this release. Although the plan is not written in concrete, I have started work on the missing visuals and the UI layout of the menu system, which is where all aspects of the demo are to be accessed and controlled.

New leader sketches

I sketched new leader characters for the UN, the Nebeucus Space Police and the Galactic Task Force; all on the repository. These now need to be passed on to an artist for refinement and rendering. (See their descriptions in the game document faction section) These and other characters are likely to be used in the comic strip in the 0.3 demo release.

Thursday, September 4, 2008

Sigh of "release"

It has been many months since I last saw a successful "release" build. Somehow we could only build in "debug" mode. Finally, I decided it was time this went out of the way and after struggling with solution files and project settings I fixed it for good.

To prevent this from breaking again, the build server now builds in both configurations.

Monday, September 1, 2008

Concerning I2B Audio

This is dustprog and I just sent Mokhtar the audio code and we now have audio functionality working as designed.