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Archive for October, 2010

Dynamite: Day 5 – Blank Slate

Friday, October 1st, 2010

So, I stayed up a bit late last night looking into DOT3 bump mapping and multi-texturing effects. This book explains how to do it. The Crazy Bump software would generate the DOT3 images. I’m not entirely sure if this would be worth it, or if it would even work or not. So I’m going to put the actual implementation of this towards the end of my TODO list. I’m happy with how the game is looking, and I’m sure those features would make it look even better, but I don’t need to get those done right away.

Now I’m thinking over what I need to do in terms of a level editor. I will make the game have two layers, one will be the map layer, and one will be the “codes” layer. The map layer is the walls and floors. The codes layer is the position of the lights, guards, and how things move around. Right now I’m building a list of what needs to be in the editor, and then I’ll start coding it up.

.. time passes ..

Things have gone pretty slowly today, but I’m getting a few things done tonight. I’ve got my tile type definitions in another JSON file, and I’ve got those loading. Really, it would have been quicker to do it all as a C++ definition, but I’m going for the whole “make the game a little bit extendable” so as to encourage a bit more modding in the future 🙂

Here’s an example tile definition:

{"n":1, "name":"floor", "type":"none", "value":0, "view":"floor"},

So, here’s a level .. pre-editing. This will get much more exciting once I add editing controls. This screenshot represents a few hours of code cleanup and prep.

DynamiteScreenSnapz016

Anyway, I’m going to try and get some reasonable sleep tonight and I’ll try and get the level editor up and running tomorrow. At least for some minimal definition of the word “up and running”.

-Phil