Mutant Amoeba Development a peek behind the scenes at the MAD lair

30May/120

Pre-sleep update

Posted by pentaphobe

(Really I'm just going to post screenshots and ramble.)

28May/120

Old habits and managing complexity.

Posted by pentaphobe

Often when a project gets beyond a certain level of complexity I'll end up prototyping features in a new project instead of adding to the existing one just to avoid scrambling around fixing or un-breaking things.

This is really good in a lot of cases, as it reduces the fallout from getting carried away adding new stuff  and potentially breaching certain contracts of neatness that you've been fulfilling up until then.  Occasionally though, I have my doubts.

27May/120

A short video showing border tiles

Posted by pentaphobe

Currently the engine automatically halves tiles that are on edges and then selects sections of a special edge tile.  So these curved bits are done using only two tiles:

 

So the normal old tile is (A) here, we've added a second tile (B)

The engine then recombines sections of these tiles (only when necessary).

The next version will utilise the more common arrangement of 3x3, but I think this approach is neater than other ones I've seen which generally rely on there being a logical map of one size, which is then turned into one 3x size, or with smaller tiles.

26May/120

Pretty good work, especially considering it’s his 2nd sprite!

Posted by pentaphobe

also I threw money I don't really have at a screen recording program, here's a test output from that (I've yet to dig through the options, so this may not represent highest quality, but imho looks better already):

26May/120

Hi-res looks a lot nicer.

Posted by pentaphobe

I originally quite liked the idea of being pretty low-res, but this is still only 800x600 and stretched to 1024x768 (or fullscreen)

25May/120

Player shadow, templates almost fully integrated

Posted by pentaphobe

There's actually very little to show in this video - rooms are now fully created by template, as are lights and the majority of entities.

The next hour or so (not counting the imminent coffee-making procedure) should show the point of my slightly less exciting looking work as we'll have proper combat and behaviour along with everything being templated.

Yay!

24May/120

Camera locking and preliminary GUI stuff

Posted by pentaphobe

Really minimal visual updates so far as I've only been awake for 45mins, but I added camera locking and some simple GUI stuff while my coffee went cold beside me.

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24May/120

Shadows work

Posted by pentaphobe

Technically this is from a couple of days ago, but I'm slowly moving some of the progress report stuff over to the blog.

Within a couple of days we should reach parity, at which point I'll fix the dates on these posts.

 

23May/120

Currently implementing a definition-based map generator

Posted by pentaphobe

it's in very early stages at the moment (ie. it literally just worked for the first time ever right now) but this is a simple map generator using the KSON definition interpreter (KSON is basically JSON but with a few domain-specific quirks like you can define a range for a randomly generated parameter by surrounding it with angle brackets, and a few other tweaks)

23May/120

An early video of the lighting in our prototype engine

Posted by pentaphobe

Just a quick screencap from a week or two ago which shows the initial lighting model in our prototype.

(This is really just a test of the automatic video embedding plugin)