This is an important question related to the game at large, what will be the size of a normal map in the game?
But the more I think about it, the more I would like to play in even smaller areas. Even on a medium sized map there would be a lot of boring walking around, fighting filler enemies. Basically all RPG's tell you at some point that here's somewhere you need to go, look it up on your map and get there. That forces you to leave areas unexplored, or if you decide to explore everything in your current location before going to the new place, you'll likely forget the plot, why you were even going there. That happenens to me often, I decide to explore the current area completely before going on, and then I drop out of the main plot and quit.
And if you're anything like the people who've test played Driftmoon when I've been looking, you'll be very glad that a smaller map is easier to navigate. All my testers got lost at some point in the preview maps. And those maps were pretty small to begin with!
What do you say? Which map size do you prefer?
It's been slow replacing the whole graphics engine, but I'm nearly finished now. I've found dozens of additional bugs in the process, so everything will be running even more smoothly in the future. Plus the rendering speed is now a bit faster in several key areas, particle rendering and floor rendering in particular.
Sadly I couldn't find a good alternative for the text box used in Irrlicht. I resorted to using the default DirectX text box, which doesn't have multi-lining - I'm going to have to come up with some ideas for the conversation editor which was the only place where multi-line editing is a requirement.
Oh, and I don't remember showing you this fancy automatic shadow system I implemented! It's an on/off toggle button in each object's graphics edit screen, it renders the same sprites in transparent black.
Since working on the low level code is so boring I've been thinking about the actual world and the framework for the gameplay. Anne says I've got to sleep today, so I'll talk about that next time.
For the past couple of weeks I've been removing our graphics engine Irrlicht and replacing it with DirectX 9. Well actually for the past week I've been too sick to really code, but nevermind that, I'm back in the wheel!
Here's a shot of the menu, it's the part I've been working on most and it looks pretty much the same as before.
The difficult part is coming next, replacing the text edit box. These are a notorious bane of all programmers who cannot use the default operating system edit boxes. A simple multiline box where you can write can be suprisingly complex to program. Most users have already used some windows text editor, so they're expecting the same functionality. If any of you know of a good edit box I can drop into Driftmoon, do tell.
So this Pharaoh from Egypt comes to me and says: "Love your Bikez 2 game, but I have a kinda stupid question - was there any Bikez 1 game? It bugs me and my friends " Well, Ramzes and friends, you're in luck, because it's time for part 2 of our oldies list.
Bikez 1 was a GTA 1/2 style top-down deathmatch for two players split screen style. There was a level editor, a shop for choosing from a dozen or so weapons, and more importantly, you could shoot the civilians.
Sadly time has not been so kind on Bikez 1, as the transparency function doesn't work on any modern hardware. You can download it, but be warned, it's in Finnish! And if you see the pink borders on everything, it's not playable.
I somehow managed to make Magebane 1 without ever learning to use things like arrays, for loops, while loops, or even any kind of structures. This time I had used actual DirectX, and most of the code that actually worked came from DirectDraw example code. I still have no idea how the whole thing took 7000 lines of code, whereas the simplistic game I do at work goes well into 200 000 and counting.
Bikez 1 was probably my least downloaded game. At first I released it as shareware, but sadly I really didn't know how to use the internet to sell it. Later on in 2004 I released it as freeware, but I could never really get it working with modern hardware. Surprisingly it seems to work fine on my Windows 7 right now.
I'm still hoping to do another split screen game someday. Now that I have a wife I can force to play with me, it should be much easier than in 1999, when I had to wait for my brother to come and play with me.
I'm really hoping someone asks of The Forge next, so we can do this chronologically.
This is a technical rant, so be warned. I'm reinventing the wheel. I'm systematically replacing all of other people's code with code of my own. Here's why:
In 2005 I wanted to make a cutting edge indie game engine for my next game. I wanted to compose my engine of different parts, thinking that somehow that would speed things up. I didn't want to reinvent the wheel, obviously. I chose Irrlicht for graphics, Newton Dynamics for physics, RakNet for networking, Angelscript for scripting, and Audiere for sound.
Choosing to use good existing libraries was a good choise wasn't it? It would speed up development, I could start using those sounds and physics and whatnot straight out of the box. As the libraries were updated, my code would become better with no effort on my part. All I had to do was combine the well designed interfaces. Naive thinking.
No library is perfectly suited for the task you have. You're better off writing the code yourself.