Tuesday, February 27, 2007

Zap! Pow! Biff!


A few things have happened since last time:
  • I now have the different firing modes in place. Each of Tad's (Tad, his name is Tad for now) weapons have 3 firing modes: tap for a quick shot, hold and release for a "shotgun" and hold for a while for a berserk blast. The fire gem has all 3 working now.
  • Added support for a bigger variety of effects. Mean, mean friends were saying it just wasn't pretty enough.
  • Built a cave environment.
  • Made froggies.

The vid above shows the attack modes. I'll post another soon with the new pretties.

I think I've reached the limits of the built in content pipeline plugins and it's time to branch out. As soon as I hit another wall, I'm off to write my own importers and processors.

I've grown to like mesh animation. It's crude, but appealing to me. Normally you'd rough out an animation by defining key poses along the timeline, then iteratively pass over the whole thing again and again adding overlapping motions and follow through to get a natural looking motion. Animating on a budget generally means animating pose to pose, and leaving it at that, and rightly enough that suits the mesh animation look better. I simply model the poses I require (using skinning in Max, if it's a complex mesh like Tad), then string them along a timeline in Stutter, duplicating appropriate hold frames.

With my own content processors, I could pack all those mesh frames into the minimum amount of data necessary, and the overhead should be pretty reasonable. Especially as I'm going low poly anyway. Certainly the runtime processing cost is laughably small compared to a skeletal animation.

Live scripting language is absolutely the bomb. Almost all of the logic bar collision is written in Stutter now, and the joy of being able to write player control while actually in the game is intoxicating. It would be quite a bit more work to get a professionally robust version going, but I think I'm going to start recommending it anywhere I work. It's just so worth it. I just need to see if there's some easy way to hook up live asset reloading (in this XNA version) as well. As it is, adding/changing assets still requires me to drop out and rebuild in VS.

In case anyone is wondering why bother with the XNA and C# when I'm off traipsing through my own language... how on earth do you think I got it all up and running so quickly? I'm still well inside month one, and I have the whole kit and kaboodle chugging along. In fact, I had a model on screen, being manipulated by Stutter inside the first few days. This is a product of C# and .Net's excellent reflection abilities coupled with the accessible nature of the XNA libs in GSE. All I've done is written a layer of abstraction above these that lets me speak directly to game concepts.

GLH out.

PS Music for the vid is by Cornelius (god please please please someone make him write music for games), the track's name is "2010".

Friday, February 23, 2007

Baby lisp


So the rpg has come on a little bit. I really ought to come up with a name at some point. For now, it stays RPG Zero.

New since the last update:
  • Tried to refine the look of the thing. I'm going primary colours, sharp contrasts, simple forms, abstract surfaces and everything easy to put together quickly. Also leaning a lot on vertex colouring for the low frequency shifts.
  • Our protagonist can now be hit by badguys, and keeps track of his health.
  • First blush at a HUD, and UI framework to back it up.
  • A chest! What's an RPG without a treasure chest, eh?
  • Refactored the player control to remove some annoying kinks, like sliding while idling.
  • Wrote a *secret* story outline!
I mentioned last time that the scripting language in this thing was a bit... odd. Well, here's a look at what a typical dev session is like.


Seem oddly familiar? It's not really lisp, but it does share some characteristics with it. Chiefly: code is data. I can pass it around, chop and change it, store it and call it later. The scripting language is interpreted, which means it inherently has the ability to inject novel code into the currently running session. Godsend that, when working on a game. No compile waits, you're right there, in the game, where you can see what you're doing immediately.

It's called Stutter.

It's implemented as a runtime interpreter that is plugged into a reflection based dispatcher. I have a class that contains all the intrinsic functions. I then have a few intrinsics for dealing with .Net types directly, cnew (new a C# object), cset and cget (set/get properties or fields) and call (invoke a C# function). These are for... well cheating. My character entity for instance, is a C# based PhysicalObject, that gets initialised and bandied about by Stutter, but lives in the Game.Components update loop.

Why not real lisp? Well, I couldn't find a handy implementation, and I've still a lot to learn about building and implementing the support for an embedded language, so it seemed like the right time to learn. And the right time to experiment. I've taken the things I like about lisp, and screwed around with the formula to give me the things I've always wanted for games. Will it work? Will it be fast enough? Will it be expressive enough? Who knows? That's the whole point of trying.

I did mention this whole thing is one big bout of self indulgence, didn't I?

P.S. Today's vid is higher res than the last one, so you might want to click on over to the bigger Google Video player to see it. Today's music is Billy Bragg and Natalie Merchant doing Way Over Yonder in the Minor Key. Totally love that tune.

Tuesday, February 20, 2007

RPG Zero: Another Start



So Ultrahead, over at Do as I say, not as I do... in a comment conversation reminded me that I've always wanted to make an RPG. Abandoning all the other toys (I have a habit of doing that), I've decided to embark on the adventure.

When I started writing about game programming here last month, I really did want to practice a little altruism and share some stuff with the community. I'm afraid the vanity levels on this project however, make it wholly unsuitable to share as good practice. The sheer self indulgence in the code should warn people away. I really can't in good conscience recommend anyone learn anything from this... the scripting language is an own rolled, interpreted, prefix notated, reflection driven nightmare for pete's sake!

I would like to share though. So if anyone is interested in watching, I'll post the goings on in my RPG land.

I thank you for your patronage,
GLH.

Wednesday, January 31, 2007

Shooter Zero: A data driven sample

So, in the last programming post I tried to dump what I know about data driven architecture onto a rather dense page. Here I'd like to share with you a sample application that might shed some light on what I was trying to say.

The ShooterZero.zip file over on my google pages page contains an XNA project that is a 2D shooter game framework.

The code describes a series of classes that together provide services that a shooter will need:
  • Resource management and a game loop with debugging functions (even a simple console!)
  • An object model, where all elements of the game are Object Instances that are created from Object Definitions
  • A scripting language to define the behaviour of Objects
  • A set of services that the Object Instances can employ, e.g. intersection, rendering, input, etc.
  • A parser that can create Object Definitions and Object Instances
The project comes with 3 XML file definitions for 3 different kinds of shooters.

The implementation here is admittedly very slapdash for lack of time invested, but I believe the principal features of the kind of data driven system I'm trying to demonstrate are evident:
  • Game is setup with parameters read from a data file - one engine supports a variety of expressions by implementing common primitives.
  • Objects in the game are defined using data driven templates, both properties and behaviors - data is parsed into logical collections of primitives.
  • Object instances are created from data - separate structure from content.
  • All the Data is reloadable at runtime - faster iteration time when it comes to implementing content.
So, if you wish, download and have a play with it. Questions are welcome, and if there's enough interest I could write a few more posts that break out the details.

A Dark Day For Gamedevs

An article over at gamesindustry.biz is painting a horrible picture of what's just gone down at Sports Interactive. In summary: a leaked pirate copy of Eastside Hockey Manager has killed legit sales so badly that they've had to can the game. Not any pokey little game either, we're talking a critically acclaimed game. They didn't make their money back and they can't afford to pay the hockey team licences in the game.

Real devs just lost real work. This isn't a theoretical discussion about piracy, it's real actual people who work to make games who have had their livelihood directly affected. No sales means no recoupment, means their investment down the drain. Thank goodness the company can survive the blow and the guys haven't been laid off.

To the pirate to hacked this one: hope you're proud.