December 21, 2011

2011 progress report

Hi folks! With the year coming to an end its time to do one of those infamous 2011-in-review posts :) We're happy to see, we were indeed able to complete a sh!tload of work and even managed to follow the roadmap (most of the time) - Although we're software developers and naturally tend to promise unrealistic bullsh!t :p December 2010 was a point, when things really got in motion. The team was highly motivated and began to focus on the hard stuff: 3D collision detection and physics - yikes! We tried out many approaches until we managed to find a solution that felt realistic enough for an oldschool engine. As its often while hacking together complicated stuff, things get clearer and clearer the longer you think about it. Most features in REVERT3D grow like this which makes it a neverending construction site in some way :) We released our first demo after finishing the basic physics stuff, which was big step because R3D hasn't gone public ever since then. We got some nice feedback from people around the world. Most of them came from the System Shock community and were happy to see another approach on recreating "Shock related stuff" - Quite impressive with this game being about 17 years old!
At this point my former teammate, getting troubled with his school works, had to leave the team (He will hopefully rejoin in the future) Being on my own things slowed a bit down since then, but I was happy to find some other people who would help me every now and then.
Next milestone on the roadmap was the huge scripting part, which was planned to feature a Lua interface accessing a completely mapped engine function library. This really helped to get R3D on the "becoming a useful tool" path and so I even started to write down some basic tutorials to give an impression how things would work when all this stuff will be released someday. Since september, we focus on the standard game implementation which will be the core of functionality around which you will implement your game someday. This also includes a basic AI, which features a fast pathfinder for now - Basic enemy AI is something we're also working on at the moment. All this will be shown in the next demo, which will feature a simple demo game including stuff like inventory, enemies, useable objects and even more! All in all we got pretty far, although we will not be able to finish milestone v1.0 until the end of year - But hey, we're software developers and tend to promise unrealistic bullsh!it :)
Thanks for your attention on our little insignificant project. We wish you a happy christmas and a prosperous new year!

November 14, 2011

Pathfinder AI, ingame GUI and more

Here comes a brief report on demo game developement progress:

We're currently hacking together some stuff thats going to be some kind of "basic AI". In a first approach, we implemented a pathfinder AI which allows to navigate objects through the scene. It will find the best route and avoid obstacles depending on object size, scene structure and stuff. (The first screenshot shows a testing run with the yellow dots showing the computed path) The pathfinder algorithm is based on A*. It distributes calculations over multiple logic cycles, thus preventing the engine from lockups when trying to compute impossible complicated routes.




We also added a new ingame GUI which differs from the standard one - We use it primarily for the ingame HUD, inventory and "speech boxes" (second screenshot).








Last but not least, another screenshot from the demo game. It shows one of the spaceships corridors with emergency-lighting turned on :)

October 25, 2011

Crewbot on duty

Hello again! Today we show you two screens from our current demo game, which we create in order to test and develop the new REVERT3D gamelogic functions. Its going to be a small (not so serious) action adventure primarily intended as a "how-to" for demonstrating REVERT3Ds capabilities but also for having some fun, of course! The story takes place on the small spaceship TSS Saturn, somewhere in a distant corner of the galaxy. Being the chief maintenance officer and one of just two humans on board, the players mission is it to get everything back in order after the ship was hit by an asteroid and the robot crew starts acting strange :)


We're also creating some whole new textures and objects for the game. Those will be included in all future versions as well. And there are some new graphics features like blending / transparency currently under developement. Unfortunately (?), we also had to change a lot of the original scripting and scene managenent stuff that was shown in the last demos and figured out being too tricky for getting things to run with. But a more detailed report on this later...