Gamecamp event 25th of April

From www.gamecamp.no

"We’re holding a Game Camp event at NITH in Oslo on the 25th of April this year.

We are very excited about the agenda.

Digiment is coming to talk about their experience with professional games development; how to get started and how to stay in the business.

In addition to this, Petri Wilhelmsen from Game Camp is coming to talk about XNA Shaders Programming. The gold that gives modern games their look.

Sign up for the free event now – here. "

 

If you are in Oslo and like gameprogramming, be sure to check this out! And register at www.gamecamp.no
www.gamecamp.no is a game programming community in Norway, focusing mostly on the Microsoft XNA, but also DirectX and Silverlight.

Posted in Game programming | Leave a comment

Project Silvershine

Project silvershine – Better textures and enemies
 
Just came home from Hamar, where Thomas and his consept artists created some cool things and designs. He also created better texture for silvershines landscapes.
 
I’m really satisfied of this weekends outcome, considering how much have been done in so short time, great work DCS!! Better character handling, more animations, enemy handling, artificial intelligence, better models and textures are in place. We also decided that Lars R. shall be our dedicated normal map designer, and will create most of this games normal maps!
 
Next is more AI, crafting systems, combat and landscaping( add plants, trees, rocks ++++). We also need to figure out how the implementation of cut-scenes will be most suitable in our situation, guess it will be real-time and not rendered, so you who are going to download this game wont need to do a 2gb download.
 
 
As you can see from todays screenshots, things start to improve!!
 
Posted in Game programming | 1 Comment

Project Silvershine – Day and Night system

Project Silvershine – Day and Night system
 
A day and nigt system is vital to this game. We got alot of functionality that is only avaiable during night, and others that only are avaiable during the day( what this is will be a secret 😉 ). Implmenting this is a hard thing compared to my knowledge, but I have come up with a solution. I created a shader that checks what time it is, and interpolates different textures based on this. so if its night o’ clock, render the night texture, if i’s evening or morning o’clock, render a blend of the night and day texture, and if its day, render the day texture. I will also make ajustments to the light settings, but for now, take a look at the screenshots to see how this look like:
 
 
As you can see, the ground and lighting is quite similar, so this aint very good YET. But anyways, you can still see if its day or night 😉
Posted in Game programming | Leave a comment

Project Silvershine – Inventory

Project Silvershine – Inventory
 
The functionality behind the inventory are now ready, all that is left is to creat an Graphical User Interface( GUI ) for it. Every item in the game got one mesh, and one texture assigned to it. When a player want to access the inventory, a menu will show where the user can browse it’s items, equipt weapons and accessories, drink potions, learn about items and so on.
 
The inventory got 3 fields, one scrollable field for items, one for key-items and one book that view player skills and stats, gold, info and so on. I will create a "button" that can be used to access different pages in the book.
 
So far I have only created two items for this game, one sword names test item 2 and one potion thing named test item 1.
 
Todays picture
Posted in Uncategorized | Leave a comment

Project Silvershine – More functionality

Project Silvershine – More functionality
 
I created a waterfall, and a shader to make it look more alive. Needs alot more though, like particles, but still, it’s starting to look more and more like a waterfall! 😉
I also created functions for getting the transformation matrix from a bone in a given model. This is used to render different weapons in the players hand, and keeping it there no matter what animation is running on the player.
 
I also optimized the collision detection algorithm, for increased framerate, and enhanced it in many ways: A seperate mesh is used to see where we might walk, and where we cant. If you try to walk out from this mesh, the character will stop moving, like hitting the wall.
 
This is done by casting a ray in the direction of 0, -1, 0 (right down), based on the world matrix. If the ray hits our "collision mesh", we can get the distance between the intersection point and us. This allows the player character to move up and down hills, stairs and so on. Ofcourse, the collision mesh is not rendered.
 
I also modified the ocean tecxutres and normal mapping for better waves, aswell as a vertex shader that creates waves for a more "living" ocean.
 
Posted in Game programming | Leave a comment

Project Silvershine

Project Silvershine
 
Now this project acctually starts looking like a game. Thomas has been working alot with models and landscapeing, and I have created some shaders for rendering, like normal mapping. Game structures and definitions are starting to evolve, we got some an ocean and a beach, some ruins and other cool things I wont tell.
 
The core-engine functions are mostly done! Now it’s time to start writing some game logic and the cool stuff 😉
Todays picture
Posted in Game programming | Leave a comment

Project Mage Defender

Mage Defender: Remake

A few months ago, I started on a really simple game using Microsoft Silverligt, Visual Studio 2008 and Microsoft Expression Studio. The game is called "Mage Defender" where you are a mage, who defend differend castles and outposts. The game is a remake from one of my earlier DOS games, and was a suitable game for learning Silverlight.

 

Project status: In developement.

Goal:
You are a mage, who are protecting castles and outposts from enemies.

How:
Each castle got a damag indicater, that must not be zero or less. For every enemy that pass your shoulds, the castle will get damaged. These damages can be repaird on level up.
For evey 10th level, you will be moved to defend a different castle. You can buy stuff from the shop, and increase skills and stats during levelup.
Watch out and kill enemies who attack your post.

Skills:
Damage – More destructive spells
Speed – Faster casting
Defence – You will take less damage when hit by enemies
Wisdom – You use less mana pr. spell

Spells:
Level 1: Fireball( deals damage to enemies)
Level 5: Iceball ( damage + slower down enemy)
Level 9: Acidball ( damage + poison on enemy )
Level 10: Shield( Use space to put a shield around you. When shielded, you will not loos HP, and enemies attacking you will loos HP)
Level 13: Energyblast( Deals damage to every enemy that crosses the spells path )

Controls:
Move: Use the mouse
Cast spell: Left mousebutton
Browse spells: [A] and [D] to cycle troigh known spells
Use shield: press and hold [Space]

Screenshot:

You need Microsoft Silverlight 1.1 to play the game( a popup will ask you to install, if you don’t have it when loading the game )

Play the game: Mage Defender

Posted in Silverlight | 2 Comments

Project silvershine, Week 1

Project Silvershine – Week 1
 
 
Project status: Implementation start
The design phase for this project has ended, and it’s time to start implementing the game, engine core, scripting, graphics, game logic and so on.
 
Team: Dark Codex Studios
  • Programmer: Petri Wilhelmsen
  • 3d artist and textures: Thomas Beswick, Lars
Engine: DeBreeze 3.0 by digitalerr0r
Engine status: Started from scratch before this project. Most engine-components are re-implemented since DeBreeze 2.0.
Language: C++, DirectX9
Release date: N/A
Price: Free
 
 
In general:
This game will take place in a fantasy world, where you will enter the mind of Annunhirièl, a female elf. Her ship got attacked by a dragon, and you wake up near a cave on a beach.
 
The game is divided into chapters, where each chaper will be released seperatly.
 
Objective: Defend your cave/home and survive untill you are able to find a way out from the beach area.
 
 
 
Week 1
Ok, Visual Studio 2005 is glowing in front of me, and the exitement of starting on a new project can be seen all around the world. Maybe not, acctually.. the thougth of starting a new project is more like the feeling you get when you are in the army. You wake up in the middle of the night, and you see a blured vision of your captain standing with his head inside the tent, screaming and shouting. As soon as we all wake up, we get ordered to move our tent 5cm to the right.
 
Well, there is alot to do, and I got no other choise to do than to start writing code. The Animation module needs to be implemented, collision detection, input system, sound system, shader handling, scene/level handling, particle sysems.. +++ all needs to be implemented before I can start with the game logic.
 
Luckily, with The Verve in the background, confident in Thomas making his 3D-models in time, and the fact that I have made these things a few times before, the thoughts inside my head quickly turns into source code. After a long time, we got animations, a temp player character, some terrain, one really huge club( weapon ) renderd in our characters hand, collision detection with terrain and alot more.
 
Thats it for today. I’ll blog as soon as there is something more to blog about..
 
btw, I will also post a picture from the game on every post, so you can see how things look. Please bring some feedback and your opinions if any!
 
Todays picture
 
Posted in Game programming | Leave a comment

Privacy Policy for digitalerr0r Blog App

This Privacy Policy covers your use of this app. The digitalerr0r Blogg App does not collect, store or share any personal information, user data, or anything realted to your device. We do not collect any statistics, trends, neither do we track user movements.

Posted in Uncategorized | Leave a comment

Personvern for Grunnloven

Grunnloven vil ikke samle, lagre eller dele personlig informasjon eller informasjon om enheten.
Det vil heller ikke bli samlet data eller statistikk, trender og bevegelse.

Posted in Uncategorized | Leave a comment