Thứ Hai, 15 tháng 4, 2013

Monday Amazing Mark Day

Late Last Night

Whilst dozing in front of a few episodes of Wheeler Dealer I got an email, and boy what an email.  Mark has finished his first draft of the Reloaded character model and it's stunning.


If you don't believe me, check out the close-up of the face and especially the eyes. Now imagine when this guy is talking, and you'll get some idea of the level of quality Reloaded will inflict on you!


I am super excited to see this, and can't wait to start a new prototype that will have him put through his paces.  Behaviour and AI will be a big feature of the new FPSC Reloaded product and the character will be the vehicle by which we will demonstrate this feature.  Happy Days!

On The Coding Front

As I reported over the weekend I increased the speed at which I can compile the FPSC engine which means it is almost four times quicker for me to change something then see the results running.  A breath of fresh air so far, and it really feels like the development has become more fluid. No more surfing the net every compile which I wait for it!

I'm working on the entity creation and placement now, and also the entity floater object which is the entity attached to your cursor just before you place them down. With these in place, and added to the segment stuff which is done, I will have rewritten the whole real object shroud system of the old FPSC forever and from here on in, all objects are created and retained.

A nice bonus to this new system is that all textures and shaders are applied to full objects, not instances, which means when you customise an entity, you will see that customisation in the editor right away. In the old FPSC engine you had to wait until you played the game before you saw any changes you made to the entity texture or shader.

Signing Off

It's about 2PM now, so time for some beans and toast, then onto finishing the entity stuff, and a big stress test on what I have so far before moving much further. It is vital I ensure there are no leaks, no loss in functionality and that what I have done will stand up well for the rest of the project. It's the best time to do stuff like this as the code is still fresh in my mind. Once we wave good bye to these tasks, the next fun task is Collision and tackling the dreaded 'fall through floor or get stuck' issues of the old universe.

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