in space no one can hear you scream

posted in Blue stain for project Shoot
Published July 24, 2011
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Hello
Yes, that was not a joke, I am working on my game again. Here is the first new creature exported from blender 2.58 with an updated script, placed using the level editor and rendered in the game.

alien_0001.jpg

Porting the script was easy. The editor and the game only needed to be compiled again to work (I had processor type specified in my previous options).
I now have to export all the new creatures and objects to check their appearance in the game and place them where needed.
The next task will then be to check my TODO list and complete it (the main tasks are the addition of sound effects and the creation of the events in the editor).
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Comments

zarfius
I'd like to know more about the editor. Did you roll your own? What does the file format look like?
July 29, 2011 07:36 AM
alfith
I made the editor myself. It is using GTK and OpenGL. It is a rather simple GUI ([url="http://www.gamedev.net/gallery/album/86-editor/"]"Editor" gallery[/url]) above the main data classes of the game (objects, players, emitters, materials, ...).
Everything is stored directly in the game format: various text files easy to read/edit by hand when needed (it was useful at the beginning, before the editor existed).
I have the following files:
- "emitters": defining the particles emitter types.
- "level_xxx.tiles": x and y size followed by the the indices of each tile.
- "levels": the main file defining the content of each level; level properties (fog, ambient, wind power/direction, ...), objects (type, position, associated mesh, speed, energy, ...), players (controlled object, AI level, weapons, ...), emitters instances (type, position, state, ...), lights, cameras, events and sounds.
- "materials"
- "tiles": definition of each tile usable in the levels
- "weapons"
Except for the "level_xxx.tiles", every file is made a bit like INI files:
[SECTION1]
PROPERTY1: value
PROPERTY2: value1, value2, value3
...
It is rather low-tech but is good enough for my needs. XML would have been a good choice if everything was in the same file I think. A binary format could have been a lot more compact but not flexible enough for the beginning of the project. It is still possible and not very difficult to write something that converts my text files into a binary format but I don't need to.
July 29, 2011 09:01 PM
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