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Sunday 02 April, 2006[ Srekel @ 00:36 ] How to play Steam Empire the way it was intended.Due to an unfortunate last-minute implementation of the highscore, a killer "bug" is in the final entry.
Saturday 01 April, 2006[ Srekel @ 01:58 ] It's a game!I finally came up with a simple way to make a game out of our rails and industries.
Thursday 30 March, 2006[ Srekel @ 00:06 ] Fourth day completed. Lot of work - no change!I've been working with Jonex and Viblo during the last days (the others have taken a break/given up :) ). Jonex thought we needed a new tile set, so he wrote a pretty interesting script that, using PIL, could generate all the different kinds of rails we would need. The result looked like this:
It also made the code for determining which tile that should be used a lot easier. However, after analyzing exactly how the player would play the game, we today decided to scrap most of the tiles. Well - we decided that we weren't gonna use them. So, most of that work was for nothing. :/ Also, there seems to be something wrong with the rendering. Every other "column" has a "pixel error". Very weird. Anyways, I've been spending a lot of time rewriting the code that determines what a tile with rails shuold look like. It mostly looks like it did before, but there are a couple of improvements (and one small thing I'm not too fond of). The game looks like this using the new tiles: So, we have unfortunately made very little progress since the previous screenshot was taken, even though we've worked quite a bit. The damn rail code, I tell you! I hope that we can fix some actual game-play code tomorrow, because I can't participate very much on friday and saturday, so I wanna make sure that the project is on the right track (haha, track.. railtrack.. *tired*). A lot of the underlying data structures should be set up at least, so with a bit of luck it's just a matter of connecting them to the GUI. :) Also, viblo has fixed mouse scrolling, some background code and some beginning GUI stuff. Monday 27 March, 2006[ Srekel @ 23:30 ] Second day finished and it already looks cool. :)We started yesterday with a meeting over Team-Speak. I had an idea in my head, that I had written down on our wiki, which we decided to go for. The design changed quite a bit during the discussion though, which is cool. :) The concept is, and I quote: "The concept in Steam Empire is to build a network of railroads between industries in order to make a lot of money." In other words, Railroad Tycoon Light. :)
We started coding yesterday. Decided to use PGU because it had a hex rendering engine, which is just awesome for games like our game. Although I was afraid we would have to use something else last night, cause I couldn't get it working properly. I solved that this morning though, so now (we just managed to add GUI widgets too) there should be no more technical problems left, I hope. Today I've mainly been working on the rendering of the railroad tracks. I had to draw hex tiles for a lot of different situations (where a rail comes from the top left and goes to the bottom, for example). I finally got it working a couple of hours ago, and you can see the screenshot in our entry home. It's pretty cool, clicking out rails and watching them connect automatically. :) Now comes the tricky part I guess (even though it hasn't been all easy getting here): implementing the game logic. Monday 20 March, 2006[ Srekel @ 22:44 ] More developers!Today I tricked two more friends into joining us. This makes us a crew of six programmers! |
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