Dev. Blog

2/15/09

Here is a quick update of what I have been doing.

So far I have cleaned the code for Silent Threat from 2382 lines to 1745 lines. So I have cut it down 637 lines and I am probably around 3/5 of the way done with the cleaning. After everything is cleaned I will continue to better Silent Threat. I am planning on starting code for a homing missile, better special effects (blood, lava, etc), better pickups and specials, etc.

Also as soon as I receive finished graphics from you guys they will be implemented into the game and I will post a video so you guys can see your work in silent threat right away

I can't wait to see more art

2/17/09

The cleaning is pretty much complete. There are still a few things to organize better but the majority is done. I will finish the rest of the organizing fast and then I will move on to homing missle code, better special effects, better AI, etc.

I will also work with any artist that has any questions. Thank you for your help pyrohmstr, meltphace, and deviousfish it is much appreciated. I can't wait to see more

2/18/09

Here is a video of the homing missile I have implemented into Silent Threat. Still needs a little work but this is what I have so far. The image is just a placeholder for now. Tell me what you guys think. Thanks

http://s274.photobucket.com/albums/jj265/Erebel55/?action=view&current=HomingMissile.flv

2/19/09

So far today I have modified the homing code a little bit. I think it is almost finished just have to get rid of a few tiny bugs in it but we will see where that goes. Also, I have made it so that the power missiles go through the enemies bullets without getting destroyed.

These are the player weapons as of now....these may change though. Tell me if you guys have any suggestions.

Player Weapons
1) Torpedoe
2) Homing Torpedoe
3) Power Torpedoe
4) Sonar Blast
5) Laser Blast
6) Plasma Net

Pickups
1) Health
2) Ammo for each weapon
3) Turbo Speed
4) Bubble Shield
5) Special Weapons?

Environment Traps
1) Volcano -> Lava Eruption
2) WhirlPool?
3) Falling Stalagmites

More Updates
- I have finished the Homing Missiles (got rid of the rest of bugs)
- I have also cleaned the level code nicely

- My cousin is going to type up the story line he made a while ago for the game. I will just have to nag him some more to get it However, I won't be touching it until the future, besides reading it.

- DeviousFish has shown me some of the art he is working on. Keep up the good work man

- PyroHmstr is busy with homework. But will have time on the weekend to do more art. I can't wait to see more

- I haven't talked to Meltphace today....he must be busy. But I'm sure he will have some images done soon.

Keep up the good work you three ^^ 2/19/09

Here is a little video of me messing around with the blood/dirt particles. Haha it's just me playing around It actually looks kind of interesting....I will continue to experiment. Just thought I would share. It surprised me a little when I first shot a fish

http://s274.photobucket.com/albums/jj265/Erebel55/?action=view&current=SpecialEffectsExperimentation.flv

Btw do you guys like me posting the videos? The sound/image quality has been lowered to decrease file size some ^^


2/20/2009

So today I spent the day working on simulated blood underwater. I did an experiment of dropping red food coloring into a glass of water to get some idea of where to start Here is a video of what I have so far. I'm staring to become more comfortable with manipulating particles so that is good. So far my blood particles are simulating dispersion by starting out clumped and then spreading apart. They also start out fast and then slow later. And they start out dark and lighten as they thin out into the water. It still needs a lot more work to actually look realistic. Any feedback would be appreciated thanks.

http://s274.photobucket.com/albums/jj265/Erebel55/?action=view&current=BloodEffect.flv

Also all three artists (deviousfish, meltphace, and pyrohmstr) showed/posted work today so that is good news. Thank you guys

2/21/09

Woot my gf's birthday was today
I had to work most of the day today but here are the updates...

The blood effect is done for now...it is pretty much the video i posted...except I'm going to make the size of the particles smaller and make more of them...probably. And see if that looks nicer. Although, I had an idea that we could use my system along with a particle image....which would be animated....to fade/flow/expand. Maybe even just fade..not sure....but the image wouldn't need to do all the work...because it would be working with my system. We might be able to use this image along with my system to make a better looking effect. Meltphace showed some interest in this as well i think. Maybe using something like this as a concept http://farm1.static.flickr.com/62/187874680_2d5317353f.jpg?v=0

I also started re-designing the boss system in Silent Threat. I'm probably about 50% done with the re-design.

Artist Progression
1) Meltphace showed me a nice start to a "jellyfish" type creature he is designing.
2) I talked to pyrohmstr before work....he was working on creating a "finished" animation strip of our submarine.
3) Didn't talk to deviousfish today...must of been busy

2/22/09

- Boss system re-design done.
- Working on implemented alpha...>_< what a headache.

2/24/09

Sorry I didn't update yesterday....I was up to my eye balls in graphics library codes...trying to get the alpha to work with animated images...

Anyways....here are the updates

- Alpha is now supported in Silent Threat

- Along with a few other blending techniques. (lighting/shading)

- Also real-time scaling and rotating are now available. The first place this will come in handy is with my homing missiles

- Also pixmaps are now supported as well if we ever need them.

- I am currently porting the ST game engine from blitzbasic to blitzmax. This will give me as the programmer more power But don't worry this port will not take long. I've already got ST up and running in blitzmax....I just have to fix some bugs and do more cleaning.

- I talked to all 3 artists very briefly today. Thanks for all the support pyrohmstr, meltphace, and deviousfish

- I should have a video up shorty....showing Pyrohmstr's animated sub in ST. Bare with me as I prepare it

2/25/09

The port from blitzbasic to blitzmax is complete. I just need to do some more cleaning and then I will probably start working on some lighting techniques. Here is a video of the game in bmax as well as pyrohmstr's submarine in ST. This shows how the alpha is working nicely as well

http://s274.photobucket.com/albums/jj265/Erebel55/?action=view&current=SilentThreatRewritten142009-02-2517.flv
Note: I only took out the bubbles because pyrohmstr is working on fixing the animation.


2/26/09

So far today I have ported a font generator library over to blitzmax. So we now have custom font support again.

I started messing around with lighting effects.

I also worked on making it so the player can shoot backwards. Since with pyrohmtr's animation the sub turns to face backwards as well.

I also played around a tiny bit more with my blood particles.

I hope to see more art soon Thank you artists for supporting Silent Threat

Here are two videos I made today as well.

Lighting/Shooting Backwards:http://s274.photobucket.com/albums/jj265/Erebel55/?action=view&current=2-26-09.flv

Revised Blood Particles: http://s274.photobucket.com/albums/jj265/Erebel55/?action=view&current=Blood2.flv

Here is a screenshot of the lighting so far.

Picture
2/27/09

Here are the updates....(sorry I didn't post yesterday)

- Modified and implemented my new blood particle routine into Silent Threat.
- Created and implemented my new dirt particle routine into Silent Threat.
- Cleaned a little more code.
- Also, tested ST on my laptop and played around trying to model xD

Also here is a very quick logo that an artist I know made up for ST:
Picture
3/1/09

- Currently working on a better animation module for Silent Threat's engine. So that I don't have to do very much fiddling around with the code for each image...since every image will have a different number of frames...different order...different purpose of the animation. etc.

Also I should have an updated gameplay video up soon for anyone who is curious.

3/4/09

- Finishing up the animation module I have been working on.

- Starting to plan the expansion of the sea monster's AI. Doing a lot of reading and research for this.

- I should have a video up soon. I will be devoting my full strength to the AI very soon.

3/5/09

Updates so far today...

- Finished animation module for player. Players animation is now glitch free.

- Going to work on AI now...this will take some time and thought.

- Expanding collision handling to support expansion of AI.