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Sunday, October 30, 2011

BALListics and Alpha Conflict

So it's been a while since I've blogged but that's mainly cause I didn't feel like any of my workings had any big revelations that I really cared to share, but I do have two projects currently in the queue and they are taking up a lot of my time and I'm going to be updating a lot more about them here.

The game I've had in development for a while is called Alpha Conflict, and is based off my midterm project which is a top down shooter similar to something like R-Type. I have already a bunch done with the game but here's a link to it's facebook page where I have lots of my assets and updates: http://www.facebook.com/AlphaConflict

The more important thing though is that I am starting Senior Project and my group decided to take on a much more ambitious Android project by expanding into 3D. I have been playing around with what we've been using (libgdx) and I enjoy it's complexity and simplicity if that makes sense. The game is ambitious and I'm hoping to partner with an art student to dish out that work so us programmers can focus wholly on the actual game as it's going to be a long haul with the graphics and physics. We haven't started programming though, and our paperwork has just started. The sooner we get this started though the better off we'll be.

Some problems or difficult areas I can see coming up are going to be the physics handling and level designer. I want the flexibility of being able to place building materials on different angles so it's not just straight up and down. That's boring and wouldn't make for a good game, but it also eliminates a text or spreadsheet designer that I thought would be a good idea. Maybe I'll create a more visual level designer that will drag and drop objects and when exported will be list of positions, object ids, and rotations so that the engine can populate it from that output. Physics I'm hoping will be controlled by a Singleton design pattern. We can have a method that loads the meshes into a list (basically an array with functions) and then handled from there. The only thing I can see being a problem is getting the calculations beck to the screen. That might not be a huge problem, actually I might even be able to adjust the render FROM the physics handler class, but that's probably not the right solution. A better solution might be to just return positions of indexes and a method that can get the size of the list and foreach through the list from the render class. As it's a singleton, it is also static and always alive so it'll need to be cleared between levels. I have work cut out for me...