From "Phase 1" to "Phase 2"

From time to time I sit down and play through a game of “Phase 2” after doing some coding on it, just to get a feeling on the game’s progress and user interface. And sometimes I also fire up “Phase 1” to see how much has changed and how much new content has made it’s way into the game. And recently I was curious on what has actually changed behind the scenes, i. [Read More]

Weekend posting

It’s weekend and my last posting was almost a month ago, but don’t worry, I’m not idle at all. As for “Phase 2” of Projekt “W”, I finally got around writing the manual to it, and while doing so I noticed that it’s actually pretty hard to write a manual for such a complex game. And even worse if it’s your own game, as it’s extremly hard to write a manual that can be used to learn the game by someone that has never played it. [Read More]

Battlefield terrains (and some technical stuff)

As you might have noticed from pretty much all battlefield-related screenshots I’ve posted over the last months (or even years), the battlefield was always surrounded by water (and earlier on by some kind of bowl), and I was never really happy with it. Especially when fighting in a desert scenario, surrounding it with water looked pretty odd, and adding a sandshader didn’t make things any better. But just having the battlefield floating in the air didn’t look good either, so I recently sat down and finally decided to add real 3D terrain surrounding the battlefields, with different terrains depending on the setting you’re fighting in. [Read More]

Delphi / Pascal header for OpenGL 4.3

Just a quick heads-up to let you know that I’ve updated our “official” OpenGL-Headers for Delphi / Free Pascal to the recently release version of OpenGL 4.3. So if you’re developing cutting-edge 3D stuff with Delphi or Free Pascal you can now use the latest features available, as long as you’ve got the hardware and your vendor released new drivers (I can’t wait for the first OpenGL 4.3 report to be uploaded to the glCapsViewer database Update : Thanks to end, who has uploaded the first OpenGL 4. [Read More]

"Phase 2" - Jungle warfare

Some live footage from the battleground : Somehow I could hardly resist not to call this post “Welcome to the jungle”, cause that’s exactly what I thought when playing around on the game’s manual battlefield in the “jungle”-setting. I did a lot of postings about the new manual battles for “Phase 2”, and in several of those I mentioned that there is a lot of content that needs to be created for the different settings of the battlefield. [Read More]

"Phase 2" - Satus update July 2012

Well, another month passed by quickly, but I don’t want to let a month pass without a single post, so here is another states update on progress for “Phase 2”, and again with screenshots first (this time in 1920x1200 resolution with 4xAA) : The first shot shows the overhauled intro for “Phase 2”. Redoing the intro has been on my todo-list from the very beginning, as the “intro” for “Phase 1” wasn’t pretty anyway. [Read More]

"Phase 2" - Status update June 2012

With the last post about “Phase 2” now almost two months old it’s time for another status update, and no status update without current screenshots : “Phase 2” is progressing nice. Not at the speed of light, but it’s going forward on a steady pace and now most of the open issues that made it unplayable have been fixed and several new features were also added. So the current build is pretty close to something I can release! [Read More]

Dungeon Crawler Demo with Source released

Some of you might remember my article on random dungeon generation that I released back in 2010. I recently took a look at the demo and sat down to finish it up and release it to the public along with the complete source code. The demo comes with full source code, including the source for random dungeon generation (with practically no limit for the dungeon size) and implements a simple OpenGL renderer with per-pixel-lighting. [Read More]

Projekt "W" - "Phase 2" - New Screenshots

As usual, time flies by and my last update has been roughly a month ago, but no, I haven’t been lazy, and so here are a few new screenshots from the current development version of “Phase 2” (thumbs, click for larger view) : As you can see, the game is looking more and more finished with each new batch of screenshots. One thing you might notice is that I switched over to a different font compared to the older screenshots / videos. [Read More]

"Phase 2" - Quick status report

Well, the last few months have been pretty rough as hinted at in my last posting for 2011, but slowly things start to settle, and though having a new job means not much time for hobbies anymore (8 hours a day plus driving to and from work won’t leave much sparetime, though working atmosphere is pretty fine) I recently started to continue work on “Phase 2”, and I guess that’s a good sign after all. [Read More]