Did some changes to the game due to request from judges. It’s kind of minimal but it actually make things easier!
By the way, problems tend to occur when we least expecting. I tested the latest build of the game and realized 2 things have gone malfunction: gravitational force and camera rotation matrices. However, the changes that we made automatically cut off the two problems above, because we don’t need it anymore, at least for now.
Hint: We don’t even need sky box anymore!
My team and I will be going to Cyber Jaya for briefing session in this week.
Been doing programming again lately. I continue with the shooting demo that I did last time and I have improved a lot of things from there.
One of the most notable upgrade is the integration of XML file reading system that allows me to change settings for my entities without recompiling the whole app. An example of an entity setting file:
<entity
mesh = “terry.b3d”/>
<material
texture = “terry.png”
type = “alpha”
lighting = “true”
fog = “false”
backFaceCulling = “true”
frontFaceCulling = “false”/>
<animation
name = “idle”
start = “1″
end = “120″/>
Very farmilar syntax right? HTML is xml-based too.
The debug window shows successful loading of the resource files saved in the entity xml:
XML can be very useful, for instance, saving NPC messages or even ingame events without having to hard-code it into the app and recompile everytime some changes have been done.
Last week after our submission of the design doc, we didn’t do anything at all because we have to continue to work on our graduation project and some other assignments.
Finally, yesterday I started to work on the protagonist. Based entirely on the original concept art, I changed the style a bit, did an orthographic plan and started to work on the 3D model. The process went much faster by refering to the orthographic plan. Okay cool.