Happy new year 2015!!

The year is off and the project is taking more time that I would like, we are still pending on receiving some drafts and first sprites for the enemies so that we can make a good version before launching a campaign on it.

I didn’t work as much as I wanted on December, the reason was the start of a new project (news on it later) and the fact that I also started to learn some 3D modeling. Anyway, this is what I got so far in the new version (It isn’t online yet):

So, the first thing is a debug console to aid my development, since I don’t have a map editor (and it can be really painful to set some details on Tiled) I decided to create a tool that allows me to modify the structure of a map and add new things in real time:

The next thing was the inclusion of a lifter type object, it will probably going to work most of the times by activating switches, but for now it’s just when you are next to it:

And the final thing is the support for 3D objects, for those details that just can’t be in a 2D sprite or painted on the wall:

That would be all for now.

Greetings.

It’s time for a new update, I’ve been really busy this November doing many different projects that made me put this as a side one, but it’s finally over I’m back to the project.

So what’s new in this project?, we are making some progress on the design part, Orlando which is doing the part of level designer created a sketch for the first map of the level but since it was on sketchup I wasn’t able to port it without creating so much problems, so I decided to port it to Tiled and then load it into the game:

And this is the result in the game engine (I still have pending to populate it with items and stuffs):

I also did a lot of work in the rendering part so the game should run faster now:

The other change I did was the inclussion of slopes and different ceiling heights for one map:

That would be all for now, I have a lot of plans for features to include to the engine and I will try to be really productive this December with this changes, you can check the new versión in the link below:

Greetings.

It’s been almost two months since my last update, I am still working on this project, but the progress is been a bit slow due to personal reasons, however I will return full time on December once I finish the rest of issues I have right now…

I added the sprite font system so I could display messages in the console and started to implement the actions the billboards used to have in the raycasting engine, they can have animations and can have different kind of actions after the player press enter or click on them:

There are also switches now that allow to open doors that are blocked and objects like keys that you can pick up:

And finally there is a very simple instance of enemy which for now only displays a animation of moving.

On the graphics direction, we are doing some quotations in order to hire an artist to build the whole art, we are also discussing about what tools to use (like tiled or sketchup) to create the maps for the game and trying to make it easy for the users that want to create content.

you can try the current version as always in the next url:

Greetings.

I’ve been really busy since my last update doing things for work and other projects but this game is still my major focus, the advancement is still slow because of the lack of an artist, but we have some advancements with the musicians and the design ideas for mechanics.

I implemented the interface (which is still just a placeholder) to the new WebGL game, I added the angled walls and finished their collisions, added the new doors (which works as 3D objects (we’re thinking on implementing other kind of objects later)) and also I added the billboards to the game I still need to add the enemies, items and the spritefont system to reach the level of my previous engine, I will (hopefully) work on it this week:

You can try the current version (has the samples themes from Catarelli) in the next url:

It’s been a while since I updated about this project and the reason for that is that we’ve been discussing about the design direction that the project should take. That’s because we haven’t been able to find a pixel artist to join the project.

I’ve been working on the raycasting engine adding more stuffs and correcting more bugs, and while the game runs in a very smooth speed I feel like we are working on its limit, not only that, but in some computers the game runs below the 30 fps.

Also, discussing with our level designer I came to the conclusion that there were more interesting things that I wanted to add (like different heights) and if I code that into the raycast engine than the project would start to crash, so taking this as a excuse (and the fact that most of the work is done in the rendering code rather than the game logic code) I decided to rebuild the project using WebGL.

these screenshots are the work of just 2 days (WebGL really makes things a lot easier) and most of the work again is done in the rendering part, so it will change during the execution of the project:

And about the SAN3DE project I will use it hopefully to develop a more simple game (like an action roguelike or something like that) probably in 2015.

Greetings.

New changes to the project (still no pixel artists), first I added some extras to the rendering process, when you walk the height of the camera changes to add the effect of being walking and not skating in the dungeon and you can look up/look down now:

I also added the option to change the height of the camera which allowed me to introduce things like water tiles and texture animations:

And finally (but not complete yet) I added the option to interact with objects using the mouse instead of having to press the enter key each time:

I worked also in the angled walls, which now work better but still have some distortions in certain angles, this week (hopefully) I will work on the interface (add a weapon and create a spritefont system for the game).

Greetings

The project is starting to move on, last week we made public the first project that will use this engine: Britannian Underworlds, we are looking for people to join this project, you can find more info here: http://slashland.wordpress.com/

There are a couple of changes that I did this week on the engine, the first one and probably most big was the inclusion of the floorcasting, so now the levels can have a floor and a ceil:

There is also the option to include different floors and ceilings:

The other big change that I include was angled walls, although they can only be 45 degrees, there are a couple of graphical glitches with it but they are working pretty fine now:

You can try the live demo now, it works better with Firefox since Chrome won’t use the nearest pixel algorithm for scaling the game:

Try live demo

That would be all for now, remember to follow the blog of Slash to get more info on this project.