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.
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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.
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"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.
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"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.
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"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!
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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.
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"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.
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2011 - Final posting
So here we are again, another year is coming to an end and though 2011 wasn’t a very good year, it’s ending even worse than I could’ve imagined. A recent (14th december) personal loss of a very close relative (don’t ask for details, the internet is not the right place to discuss personal stuff) has caused a drastic change to my personal situation. It’s not that I wasn’t prepared for it, but still this was pretty much unexpected and the timing of this event is alos pretty bad with the year ending and a lot of stuff left to do.
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"Phase 2" - November work-in-progress video
I’ve just uploaded a new work-in-progress video from my current version of Projekt “W” - Phase 2. It’s been some time since my last posting on “Phase 2”, and though I didn’t have that much time to work on it I still got a lot of stuff done, and what’s better than showing screenshots of that new stuff? Correct, showing an HD video of it :
As you can see I (once again) redid the whole user interface.
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Color selection, FBOs and traditional render-to-texture
In what happens to be a rarity nowadays you’ll now get exactly what you could guess from the caption of this posting. I’ve been working on those three things yesterday and today and thought I might share some of my experience implementing color selection the right way into a complex user interface.
Those of you that coding apps/games/whatever using OpenGL might know that the old selection functionality of OpenGL (which wasn’t that bad at all) is a no-go nowadays, mainly due to the fact that it’s done in software for some time now by all big graphics cards vendors and therefore sadly disqualifies it for a realtime usage.
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