Saturday, April 25, 2009

Ship Selection



I'm currently working on the ship selection scene. The work I'm undertaking involves creating unique buttons and rotating ship animations for the users to observe the look and specifications of all available ships. Certain ships may need to be unlocked by reaching a certain stage or by making a certain achievement.

The interface is a work in progress, the flow chart shows what needs to happen in this scene.

Saturday, April 18, 2009

Map Creation

For those who are interested in creating any maps for the demo using XML, you are welcome to volunteer even if you do not know how to use XML, this may be your opportunity to learn. Until either the official or my personal map editor is ready, manual use of XML is required to place anything in the engine.

If you would like to learn more please let me know

Texturing Tasks




We are going to need to animate and render entities for the game map; mostly weapons, spacecraft, space stations and turrets. Further details are going to be posted in the forum. 3D models such as Eli's above need texturing. See the forum, graphics section.

Monday, April 13, 2009

Scores and event displays



The basic requirement of the players in the demo is to destroy a number of targets in a space zone; each target leading to the next in a pathway to completion. The players will also be interested in obtaining score for what they achieve in order to differentiate themselves from their competition and to aim for candy in the form of a first place position showcased on the website.

We can submit the score to MySQL via a HTTP post to a PHP page from within the game. Preferably these players will register themselves with a username and password in order for the PHP to autheticate and process the MySQL query online; otherwise guest accounts could be generated with limited features; further submission details can be discussed later.


The score sprite tile shown is set up in the demo_assets.xml file to store each figure in an animation element. Using the necessary actions and triggers, we can spawn the score entity at the position of the destroyed target with a matching score property. The score entity should gradually rise upwards to move out of any distracting explosions without being to difficult to read; before disappearing after rougly 3 seconds, or how ever long is best. The score can be added to the player's total score since the demo's start; and added to their total score online.

The rating used to determine the best player could be calculated by the amount of score earned divided by the amount of games played. In other words; the less games played with higher scores, the better; making it impossible to cheat the rankings by eliminating an easy target over and over again in repeated new games.

Sunday, April 5, 2009

More ship prototypes for the demo


There are a number of single component ships being modelled for the demo's AI and Human factions.

Saturday, April 4, 2009

Philip Murray Returns

Well he is rather busy; we will need to first have a few discussions to get him up to date and then arrange small tasks for him to assist with.