Back from the folks, pretty tired, but decided to do my hours worth. Got audio happening with some contact callbacks, and that should be pretty useful for game data too. You get the normal and tangent forces, so should be able to do audio volume based on force, and choose the sample based on the normal or tangent (i.e. a sliding sound or a rebound sound). Material types can be implemented as user data, so lots of flexibility there. Should also be able to do game logic that way, too (for example, running on ice vs. rock).
Also hacked in a mode that locks the angle of the viewport to that of the player, which is a great way of making you feel sick (this is mapped to the K key).
So, with animation and audio sorted, it's almost time for a refactor into a generic Engine+Editor that will become the game. But (gasp) before I do that, I need to sort out serialisation. The plan, as mentioned previously, is to use SQLite. HGE can load its resources from memory, so may even be able to encode audio and gfx as blobs, although I'm not sure that this would be a wise move. But I definitely want to be able to persist the state of everything (for game saves) and the initial state of the world (for level design). This is probably the last unknown, and once that's sorted, it'll be time to refactor.
Speaking of which, I expect the refactor may take a while, and that I won't have much to report once it's underway. We'll see. With that said, here's today's release:
DayTwentyOne.zip.
Monday, April 14, 2008
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