Wednesday, May 9, 2018

The cold rise from sleep...

5 years and a what feels like a life time...

I'm going to attempt to start this blog up again mostly to document the video game battleMETAL that I have been working since mid-2016. I had planned on doing a retrospective when the game was finished but decided a weekly or bi-weekly blog would make the task less daunting. 

Posts are going to range from general discussion of the development of battleMETAL to focusing on specific challenges or features of the project. 

<fumbles in pocket, pulling out wrinkled napkin>
 
I do have a rough outline for this series of posts, and I'll try to stay on-script as best I can. I will also try to make sure the posts happen in a regular fashion, as blog posting is not a habit of mine and for the longest time I personally felt it took time away from working on the actual project.


Some of these posts will also get a bit technical when discussing in-depth topics, if you find yourself struggling - feel free to skip that post, but I do encourage trying to muddle through.


The Dare 
  •     Who am I
  •     How it all started - when you are the Devil’s Advocate in a case against yourself

Why Quake / Darkplaces

  •      Reasons for
  •      The Devil you thought you knew well enough
  •      File management
  •      File type loading
  •      3d renderer
  •      Game loop
  •      Networking layer
  •      Menu layer
  •      Input layer

Why that was a bad idea, a terrible idea

  •      Everything discovered
  •      Map pipeline
  •      Model issues
  •      AI
  •      Collison system
  •      Game Logic

And Yet, somehow, it works

  •      Sanity is preserved in the console logging functions
  •      Eventual map pipeline
  •      Game Data systems
  •      Flexible, but built in systems
  •      Mech model implementation
  •      AI implementation 1
  •      AI implementation 2
  •      The Mech Hud
  •      Hud Impl 1
    •    Sorta generic, entity based
  •      Hud Impl 2
    •     Generics, generics, generics
  •      The CSQC Menu System
  •      Overall design
  •      Briefing menu
  •      Text wrap
  •      Mech hangar / arming
  •      Deployment menu
  •      The Menu.dat
  •      Entities, callbacks, swtich cases, textfields, dragon drops
  •      File Loading and folder layout
  •      Animatic System

No comments:

Post a Comment