Tuesday, March 28, 2006

Update! Version 1.1

We just finished the first post-release update, bringing you many great new features!

Here's our changelog:

Version 1.1
- Fixed a bug where high scores would not be recorded if you loaded a level from "Load" mode.
- Added emergency key F12: Immediately quits the game. Works anywhere in the game except while loading.
- Added various difficulty levels (the one from the 72h version of the game
is now "Hard")
- Added a life system for Campaign mode, allowing you to retry after you die on the easier difficulty levels.
- Added a super-1337 level preview in Load mode.
- Added mod capability (hint: Look at the sofu files in the game folder... most of them can be copied into a subfolder in the mod folder and modified...
image and music files can also be modified.
- The dialogue speech now stops playing when the corresponding dialogue box is clicked away.
- Improved mouse control for level lists.
- Added a pause (ESC) menu.


The patch to the 1.0 version that is available on the Judging page:
www.lucksch.de/evilness1.1.patch.zip (< 1MB)

The full new version (82MB)
www.lucksch.de/evilness.zip

We find the patch really boosts game enjoyment, so please enjoy! Very Happy

Monday, March 27, 2006

DONE

We're done!

http://www.lucksch.de/evilness.zip

(80MB)

Have fun!

Speech synch fun

Yay, we just finished the speech synchronisation for all five cut scenes. Be prepared....

Sunday, March 26, 2006

special fx troubles

we made some nice special fx, like the red light originating from the fireball. the problem is that they work on my geforce 6800 but not on maluku's 5700...

Super Update

I took a lot of screenshots of the current version of our game:

Super-rad magical effects:




Crappy looking cut scenes (still some work to do here)



And all of this 21 hours before the deadline! :)

Main menu

Our main menu, made by Tirgraine. Pretty, isn't it :)

More news coming soon!

36 hour report

Well, half of the time is up! Let's see what we can do so far:

- Run around, kill enemies (they even have death animations)
- Create levels with the built-in level editor
- We've already got some kind of a main menu
- We've also got a basic campaign system, although it doesn't actually do much yet
- Most of the art we should need
- Some sounds & music

Missing are:
- Cut scenes (this is gonna be very hard, because we need to implement a type of scripting language for it)
- Score / timing systems
- High score table :)
- A sound and music system
- Level editor needs to be refined

Looks OK for 36 hrs... we'll see :)

I've just started on the cut scenes. If OpenGL doesn't put up much of a fight (after the lighting struggle, I'm currently on pretty good terms with OpenGL again, so there's a chance it won't), it might be easier than my laziness made me suspect.

But since it's 8AM, first of all it's sleep time. :)

Saturday, March 25, 2006

lighting

Got some basic lighting to work. Finally! :)

Level Editor

Level Editor up and running. Can place objecets, enemies and the player. Its written directly into the game and I hope we can put it into the final version as well. (It can't save files currently. put I'm working on it.)

Static objects!


Whoa some new objects that don't attack you, like trees and such.

24 hour report

With one third of the competition time gone, here's what we've accomplished so far:

- A sprite wizard running around in a huge grass plane
- Sprite enemies following him and doing damage when they hit him
- A couple of magic effects that do damage to the enemies
- Lots of yet unused textures + graphics
- Some (unused as of yet) music

What remains to be done:
- OpenGL lighting
- cut scenes
- levels
- more magic, nicer effects
- build a music system to play our marvelous music

I think we can do it. :)

more effects

another screenshot, because i like the gfx effects :D
mouse cursor basics are also implemented
Effects! Corrected Alpha Blending! Many many enemies!

... and still no gameplay

fixed...

well, after several hours we have found a workaround for the garbage collector bug. now on to more important things, like depth-correct alpha blending...

garbage collector trouble

well, it seems as though we might've hit a compiler bug. :( the d garbage collector seems to be eating away some of our objects, making the program crash with an access violation.

good morning

ok, rested and recreated after a couple of hours' sleep. ready to code more :)

status: used 15:00h out of 72:00h (20,83%). progress: satisfactory :)

Friday, March 24, 2006

camera

added camera movement + one more texture, which makes it look a lot more interesting :)

text + enemy

After a long fight, OpenGL finally allowed me to blit some text to the screen. Maluku also added an enemy that follows you around.

wizard

huuuuge plains

boring, i know... ^^
texture mapping! yaaaaay!

first screenshot

our 3d engine's first screenshot! yeah, we're going to be crazy and whip up a 3d engine for this compo...

guitar works... finally

after about an hour of soundcheck, i got my guitar (yamaha pacifica) and my v-amp 2 to send some usable sounds to the pc... it was quite a fight.

another mission accomplished

- bought a cable to connect my e.guitar to the computer
- installed audacity 1.3.0 beta
- ready to make some music!

up and ready to rumble!

alright, 5 hours left! i'm so excited :D

Thursday, March 23, 2006

sleeeep... see you tomorrow!

well, it's 5:14 am, so we're going to bed! see you tomorrow for the compo!

getting ready

well, we got set up in my dorm room, which fits three people much better than i expected. :)
i'm really looking forward to this compo, and this time we're gonna rock you all!

Battle without honor

Oh my, it was a hard battle Me vs. OpenGL today.

But after RandomZ found out that textures must me at the size of 2^x I managed to enhance the fps to 852 from 8 on my Computer.
It did run on RandomZ's PC at 999 fps anyway and I felt kinda weak with 2 or 8 fps.


If you want to see what glorious programm I wrote today:
http://www.maluku.de/whitespace.zip



Not for the compo but for www.bobandgeorge.com