Well I haven't blogged in a couple of weeks and, sure, I can blame it on the fact that I didn't have Game Design class so I forgot, but I'll man up and take responsibility for it. The past few weeks have been filled with very little gaming and lots of working on projects and studying for Midterms. Added to that I've also started working on my own separate game, which has been the most fun I have ever had programming, because I finally get to be the one who decides on absolutely everything I want. I've only been working on it for about Three days now, but it's come a long way. Currently it looks like some sort of MineCraft clone, if only for the fact that it is easier to load cubes than anything complex, and the movement is very digital as opposed to free-roaming analog (that may be harder to change in the future). As for the code, I really, really need to organize it better, I consider myself pretty bad at making things readable, everything is in the same .cpp file and variables are declared all over the place. Lighting needs to be fixed to, I want my code to actually be correct and not exploiting random glitches I found that makes it looks smoother. It started out as a really simple 2D texture mapping program and hopefully by the time I'm done it'll be a full fledged 3D adventure game (or RPG, one of those two).
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I don't care how hard the coding is, the hardest part will be coming up with a name. |
Now for some bad news regarding my actual school related game project. Apparently the game now lags extensively do to the high poly-count and I'm going to have to go back and redo most of the level... again. It was OK the first time I had to do it, because I got everything to look better but now it's just tedious, but I guess the experience isn't bad. Also texture loading onto .obj's still isn't working so I'm going to try and work with Mike on that, that's currently one of the most high priority tasks we have.
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