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Dynamite: Day 1

dynamitedev-01

10:30am – I have achieved the classic black screen. This is a good start. I’m using this opportunity to take all the various cross-platform code I’ve written and clean it up a touch and put it in files that are totally separate from my game code. So, thus far, I’ve got my “initialize a black screen” code in a separate file. As well as my event handling. So far just desktop support, iOS will come later.

I’m also using a Makefile with automatic dependency generation this time around. I got a snippet from Mike Kasprzak to do this about a year ago, and it seems to work pretty well. Clutters up all my folders with .o and .o.d files, but I can cope with that. (His version did something smarter like sticking all those files in a separate folder, but I broke it.) I only use this Makefile for my linux development, which is where I’ll be doing all my dev.

10:45am – Slight distraction, Unity 3 has been released, though there is still an extra day to buy it on the pre-order price. I must admit, coding this whole game myself does sound a bit like work, and using Unity might be a ton easier. I’m downloading it so I can give it a quick eval to see how much has changed since Unity 2.x.

11:15am – I now have textures loading and being displayed on the screen.

11:30am – Unity 3 download complete, checking it out.

12:00pm – Got intimidated by how fancy it all seems. I’m just looking to make something pretty simple here.

12:30pm – Working on setting up the basic state engine. Trying to do something that won’t require the use of reference counting.

Upgrading the game to isometric was pretty straightforward. I just had to render the sides to all the boxes and do some gluPerspective / gluLookAt stuff to get the game view happening.

dynamitedev-022:00pm – Got a basic 3D isometric view displaying.

Now with soldiers! And box picking! And scrolling!

dynamitedev-03

Spent some time later on fiddling to get the perspective just right, still need to work on that s’more.

-Phil

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