It has been quite a while since I've last spoken of this project. It has been even longer since I last really worked on it. I'm now at the point where I've realized that I need to simply get it off my mind and call it done. Done, not in the way of finished, but in the way of closed off. This will just be me explaining why I closed it and what I thought of the project, as it was one of the largest feats I ever attempted.
Transcend
This category is for progress updates for the game project Transcend.
It discusses the game design process on a more distant level, so no coding knowledge is required.
Transcend in Detail - Part 3: Game World and Entities
in TranscendPosted on Friday 04.05.2012 23:37:24 by Shinmera.
Now for something a bit more interesting than the last two entries. Actually storing the game world and accessing the data related to it is probably the most important task in the whole system.
So how does it work in Transcend?
Transcend in Detail - Part 2: Input and Event Systems
in TranscendPosted on Thursday 03.05.2012 15:37:10 by Shinmera.
For this part, let's take a look at the probable second most important aspect, which is actually getting input from the user and exchanging information between objects.
There's multiple ways to do this. Transcend uses the LWJGL Keyboard and Mouse classes to grab input. Since 1.65 it would also be possible to use Java's AWT/Swing event handlers.
So, let's see how this works then!
Transcend in Detail - Part 1: MainFrame and INIT Sequence
in TranscendPosted on Wednesday 02.05.2012 14:18:27 by Shinmera.
In an effort to give some more insight into the actual details and workings of the Transcend Engine, instead of only touching on the surface of things and talking about my intentions, I will start this series of blog entries. I'll go through as many aspects of the engine as possible, with as little code used as I can.
The first thing to talk about is the MainFrame and the engine's INIT sequence. What does this even mean?
SSSSOOOO!
It's been quite a long time since I last talked about this, so here we are with a couple of updates about the project.
I got some screenshots to deliver, a couple of new ideas for game mechanics and more stuff about the story to talk about.
Let's get to it!
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[size=5][b][font=Monospace]It's been a looong time...
How have you been?
I've been really busy being dead...
You know, after my work MURDERED ME![/font][/b][/size]
Well I promised to write an update yesterday, so that's what I'll do.
In this blog entry I'll primarily write about general software design process and the profits of scripting.
It's more theoretical and there won't be much talk about Transcend itself, but I think it'll still be interesting.
Blarghlhargbl.
Uhm.
It's been some time.
So this is probably going to be a big update.
Haven't written it yet so I don't know.
Brb, writing the full blog post...
Yeah, it's a big one.
ITB: Talk about 2D platform AI (Artificial Intelligence), polygons, collision detection and GUI elements.
But Nick, there isn't a #6?!
Yeah, whatever. Screw you.
I was busy, ok?
Anyway, ITB: Gameplay concepts and ideas.
(The actually interesting stuff for you)
Whoop. Time for an update!
So today I got to test the event system I put in place and thought a bit more about enemy classes and the general game style.
I'll probably discuss more of that tomorrow when a friend of mine comes over and we can have a closer look at everything together.
Anyway, let's dive right into... stuff....