Saturday, November 30, 2013

Preliminary physics and lighting

It's been 10 days, you'd think something might get done in that amount of time. Stuff did get done! We have an all new, in-house physics engine capable of all kinds of fun forces and torques. I wrote a collision shape for grids over the weekend, and that's how the player is colliding now, which you'll see in a video. To my knowledge it's the first time someone's actually integrated a tile grid shape into a physics engine, rather than creating polygon shapes to fit the tile grid.







As you can see, there's little square outlines around some squares. Joel wrote a nifty debug display that outlines tiles that are "interesting," or tiles that need to be processed in some way. Now check out the lighting system! It's not done yet, but there's some progress.



That's all I've got for today. More updates soon. Super stoked to compete in the Imagine Cup Blueprint Challenge!

Wednesday, November 20, 2013

First Update

First post cheeeeee!!!!!!!!!!!!

Tetraverse is a game we're making for the Microsoft Imagine Cup competition. This is where we'll be documenting all of the progress. Let's start with a brief description in one sentence: Tetraverse is a side-scrolling, tile based, sandbox RPG for the PC set in a procedurally generated universe. Whew! We are using an in-house engine written in C++ and designed around the entity component paradigm. We use SFML for rendering and sound, enet for networking, and Spine for skeletal animation.

I'll try to give a brief description of the game. You start on a randomly generated planet. You explore and gather while fending of wild creatures to gain resources. You build shelter and expand your reach. When you have conquered your world, you can build a ship capable of traversing space, find new planets, and have space battles with NPCs and other players over the network. Tetraverse is influenced by games like Terraria and Minecraft, and we wanted to continue that adventure feel with more complex engineering options. Players can design complex systems with our wires and physics, and ships will be completely designed by the players. The universe is completely seamless - you fly your ship out of the atmosphere and through space to other planets.

I started development 2 months ago, and teamed up with Joel and Ryder for the Microsoft Imagine Cup competition around 2 weeks later. So far, we have basic tile functionality, water physics, and I was able to build the first spaceship today. It's super basic and very buggy, but here's a video:



That's all I've got for now - more updates soon!