Showing posts with label thoughts. Show all posts
Showing posts with label thoughts. Show all posts

Wednesday, April 4, 2012

Stuff

So, seems I messed up sligthly with git, using another computer, which had another email address and name configured globally for git.. I'm OCD with stuff like that, so I rewrote history, sadly breaking any forks out there.. It's something you really have to think about when cloning a project... Ask yourself, "Do I want my global options in this, or set per-project options?" Anyway, I am sorry for breaking history..

I took the time to get osgg from svn on sourceforge into github.. It was nice..
I'm thinking about trying to hack multiplayer into it, everyone would start in the middle of the map on their own private start-base (no other ship should be able to land there), then race for missions, and shoot each other down in the process :)

I'm also thinking about another game concept that's so brilliant that I'll keep it a secret :P

Back to Wizznic: I'm still procastrating the annoying and unsatisfying task of making the options-menu, the level-editor-menu, the level-editor and the highscore-entry work with poiter devices.. I wanted the menu code to be as straight forward as possible, after being burned writing a 10k lines framework with all the bells and whistles, just to discover that I simply did not need, nor want such a beast.. But something in between.. The code for menues in wizznic is not abstract enough, which is also a bad thing, it makes for a LOT of redundant code, and a lot of things which evolved to a point where they now look rather silly.. But do I really want to change it now? I guess I don't.. Wizznic is nearing completion, code-wise, all that really needs is a few more packs of levels, and I'll call it finished :)

Friday, February 10, 2012

Thoughts on Wizznic3D and kickstarter.

I was inspired today, by this project, and wondering if it could be done for a smaller-scale project.
Being able to work full-time on Wizznic3D would yield a commercial quality game in about one year. Documenting the process, maybe combined with webcasts, like justin.tv would provide me with input and the patron with insight and involvement with the project and an unique chance to really have their say in the process.

Not sure if it could be done, just a thought, maybe a dream.
Still need to finish mouse support in Wizznic, it's almost there, I wonder if there are any graphics for the next pack, that would be awesome :)

Saturday, January 14, 2012

Wizznic, Content and the big 1.0.


  1. was to go through the 4 subdirs, having the first "map" logically to "1,2,3,4" and the second to "5,6,7,8" and so on, this way, we would only have to worry about sorting a chunk of 4 levels at a time, which is a lot easier than to inspect 20 levels as a whole.


Thursday, August 18, 2011

I'm not dead!

IRL have been taking it's toll on my development efforts..
I'm now both a Data-technician and AP Graduate in IT Technology and Network Engineering..
However, everyone wants a 25 year freshly educated with 30 years of experience.
So I'll be getting a lot of time to work on my games now..
I've been sifting through the Wizznic! code and made it way better at handling non-320x240 native window sizes, this should make porting to devices with screens larger than 320x240 a lot easier. I also changed the "Please allow feedback" screen to be more verbose and it can't be skipped without making a choice (yes or no to send feedback).
Now I'm wondering where to take Wizznic! next, the preview was more a tech-demo, I'm not sure I like the idea of making such radical changes to the tilesets..
I'm splitting the main levels into several packs, to make it easier to "complete" a stage of the game, a bit like the original Puzznic.
Maybe tilesets should only change per stage, and not every X levels..
Feedback is appreciated from the 1 or 2 people who'll ever read this :)