[[RonEnix]]

“Somewhere nice to be…”

Progress on AGT Engine

Posted by ronenix on February 10, 2008

Most of the work done on the project is mainly on the engine side of things. At the current stage, it is fair to say that the engine itself if enough to start creating the scenes on my prototype game. I have already gathered and made the mesh files that I’d need on one scene.

The choices are that either I stick with the engine implementation and get the scenes up after adding the physics, sound, AI, scripting and maybe the networking subsystem. I have began the initial phase of creating scenes, by adding console command to my core system.

The console can be brought down using the F1 button. I’ve yet to figure out what “tilde” is for OIS. The commands are binded to their static functions, and I can easily access all the other systems by simply calling their main singleton manager. I’ve also made sure that through only accessing the singleton class, there’s enough functionality to do what you need. This will come very handy when I’m binding these systems to Lua.

The image above shows some of the initial commands I have added to the scene.
The reason for console is mainly for debugging purposes. I have placed numerous exceptions catches in the code, error can then be passed through to the console rather than having the program terminate.

As for the commands themselves I have added a void pointer function which takes in a vector of strings. So calling the binded functions to a specific command will also pass the information on what has been typed in. The first element of the vector is always the original command. The rest can be parsed.

As an example below “add_mesh” has other parameters such as the name of the mesh to add, the new name and its position on the scene.

Code-wise you can check this implementation here:
https://agtengine.bountysource.com/svn/!source/5/trunk/AGTCore/Console.cpp#348
The static functions for each commands are found here:
https://agtengine.bountysource.com/svn/!source/5/trunk/AGTCore/CMD_Functions.cpp
where you can check how I have made “add_mesh” commad working with additional parameters (line 46). Current one links to version 5.

Other things that will be worked on:

  • Add command to add an basic game object. Eventually scripted template classes of objects that contain components will be available instead creating objects and adding components to them.
  • Command to add components to objects. These components are either in Lua scripts or in code, usually the fundimental components such as “mesh_component” will be done in code
  • Adding command to export scene into a file. This file will be in XML format.
  • Making first step into a playable scene. An interaction between playercharacter component object to another object; maybe a object with a trigger component, which trigger’s some sound or a GUI change.

The image below just shows an object “dog”, with a component “mesh_component” attached to it. Without that component, its obvious that you won’t see any dog, but in object storage it will be there.

Things I will be considering in the future implementations pretty much consists on making scene editor as easy as possible, by adding some GUI implementation rather than typing into the console command.

Posted in AGT, console, editor, scene, update | Leave a Comment »

SVN Changes and AGT Updates

Posted by ronenix on February 2, 2008

Update for AGT Game Engine, since there hasn’t been an official post on this page about it, since the end of last year.
A couple of changes. One of them is that there is now a change in the SVN hoster. As far as I know and my experience with it lately Bountersource is providing good SVN hosting and also tracking and page hosting availability for free. Therefore there will be a new link to the SVN with new revisions although this revision will start from the last revision of the previous SVN address. That SVN will be available, and I hope google keeps it up.

The reason for the change was due mainly to the fact that I was running out of available space given by Google. I experienced this already and I don’t want to go further with this. Also with the dynamic site building Bountysource has to offer I’ve pretty much everything I need to have a project site.
The new project page can be found here: https://agtengine.bountysource.com/
You can still visit and view the SVN section on the googlecode site: http://code.google.com/p/agtengine/

As far as the project is concerned all updates are logged up both SVNs and on the new project page.

I will try to post SVN logs here from time to time, but for now here’s the link to the old repository with all the revision logs.
http://code.google.com/p/agtengine/source/list

The SVN browser provided by bountysource is here:
http://agtengine.bountysource.com/svn/

** If link doesn’t work copy-paste this URL: https://agtengine.bountysource.com/svn/

Posted in AGT, SVN, bountysource, engine, update | Leave a Comment »

Master Chief-ness of the Halo Movie

Posted by ronenix on January 31, 2008

Well as far as I am aware of the Halo movie directed by Neill Blomkamp is still on the go. The pre-production is on the way and we should see this movie coming out around 2009/2010.

But that’s not was this post is about. Recently N’Gai got exclusive interview with Joseph Staten who’s the writing director for Bungie, talking about how our enigmatic Master Chief will be portrayed in the film.

To a certain degree of surprise Joseph stated, during the Q&A interview, that the exclusive main role for the movie would not circulate around Master Chief as it is highly that his role become more as a supporting character.

To my understanding and knowledge playing through Halo series, portraying Master Chief would be very difficult just as Joseph stated:

Where the Master Chief doesn’t have a face, but he has a whole body to emote with, whether it’s his spine, or his shoulders. or the tilt of his head, or the way he slumps or reloads his weapon. There are these kinesthetic responses that he’ll have which will really easily communicate the character and what he’s feeling. That’s hard to carry as a main character for an entire film.

Then explains that the role would best suit him as supporting character, where the people (Marines) around him will have better focus.

Real live clips released in conjunction with the release of Halo3 focuses more on the Marines that try and die to help Master Chief on his mission and ideally that’s my thought on where this movie will be going towards. If you think about it Master Chief would not be a legend himself without the help of his Marines, although game-wise portrayal they just seems to be of a nuisance and cannon fodder. What I’m saying here is that if the sophistication of the AI meets our standards as humans we here would be praising the Marines.

Keeping Master Chief’s anonymity is better here in my own opinion. First of all Master Chief deserves a good rest. Secondly, some people might be as sick as hell seeing Master Chief through the trilogy and having him in movies gun-blazing down isles decimating grunts, may feel like that they’re just playing the game again in real vision.
But, for me personally, keeping his real identity anonymous allow peoples creative juices to run. We all know Master Chief, and having his name pop up on other Halo franchise is great for the game and for fans. When you put a line to his story then that could eventually end Master Chief’s reign.

In the end, what approach the film will take I’ll take in with no effect as long as the film is good itself, and in conclusion and a slight respond to N’Gai’s article, I would prefer the movie to go this way rather through Master Chief’s visor assuming that Neill continues to use his camera-vérité filming technique were everything seems to feel as though it’s filmed like a documentory or through a reporters camera.

Links:
- N’Gai Joseph Staten Halo Movie Q&A
- Halo3 Real Life Movie Clip (Youtube)

Posted in halo, movie | 2 Comments »

Excel Games. No really Excel games!

Posted by ronenix on January 29, 2008

It seems the title has off with making it exaggerated but new you can go make games from one of Microsoft’s office tools: Excel. Funny as it may seem Super Llama over at GameDev has done something like this. If you head over there (links at the bottom of post), read up on the mini tutorial and notes on how to run the game in excel.
The game uses VB macro system, and tells you at the end of the article how to set this to work on your Excel sheets if you insist on making an excel game for your own.
My thought is that if I have available time to spare I would get in and reproduce a simple copy of Tetris or Breakout. By manipulating each cell colour like its been done on this demo, you sure would be able to make blocks moveable and seem animated.

I’m more interested in the final comments of the page
Quote: “Keep your eye out for the Excel Maze API version 2!”

Links:
- Excel Games

Posted in api, excel, games | Leave a Comment »

Lightsprint SDK available for Eval

Posted by ronenix on January 29, 2008

I’ve always been fobd on trying to get Lightsprint (older versions) running on my now ubiquitous rig. After reading up that Lightsprint had been liscenced I went back to take a better look at their lighting middleware. The new SDK is now available for evaluation unfortunately for people like me, you need a company name to represent you. Although I will try and approach the situation in academic terms and see what they have to respond to that.

For those people, they kindly made another demo showcasing Lightsprint’s capabilities. If you’re still wondering what I’m talking about Lightsprint is a lighting tool that allows you to integrate global illumination into your engine and game. The list of features can be seen here.

Now the demo they release, you can use to benchmark on your PC. My system at the moment runs on AMD Athlon 64×2 4400+, 2GB of Ram and a 7900GT, my average fps was 78.9. It never went below 32 fps and I ran the benchmark on max monitor res 1280×1024. Lighting on other engine such as Crysis and Unreal uses approximations for dynamic lighting.
Lightsprint allows you to run realtime global illumination in a dynamic environment and well if you check out the demo, it’s highly optimised. You can get the demo from the Lightsmark page linked at the bottom of this post.

For those just lazy enough you can check out this youtube video.

Groovy japanes tune.

Also another Lightsprint demo showcasing how colour bleeding in global illumination lighting can change everything. Its apparent here that colour bleeding provides a realistic lighting model and has become more important. It’s all in realtime.

Links:
- Lightsprint SDK
- Lightsmark

Posted in SDK, engine, global, lighting, lightsmark.illumiation, lightsprint, middleware | Leave a Comment »

Blog is busy and something about taking drugs!

Posted by ronenix on January 28, 2008

Back to lectures and first day sounds like good news for this blog/portfolio site. Why? well cause of Business of Computer Game module. No need to explain as time will show.

Anyways back to random ramblings. Was searching for fee prices for the halls in Bolton through Google. Yes I know, there’s a perfectly fine search feature(a hint of sarcasm) on the Bolton uni website but since Google automatically opens itself for me then why not. Anyways I recently stumbled upon a link to “Good University Guide” and well decided its a good time to wilf about the net so I clicked the link and it opened up huge information about Bolton University. If you do care about the University then you may want to check up on this here and here. I trust all broadsheet infos, even though its last years, Bolton University has some distance to go.

Now what I did was made comparison to my “First” choice university. That’s right, I did not get into my first choice due to 20 credits short. Wanna know where and what degree I was going to do. Check it here http://www.reading.ac.uk/Study/ug/ComputerScienceandCyberneticsBSc.asp
Yes Reading Uni, not that good of all places, but they had cybernetics with computer science which what I really wanted to do. For the insurance choice I made sure that I’ll get that insurance choice no matter what, and Bolton University got the spot. Nothing against the university here, nothing subtle.

Anyways I ended up comparing the two. Here’s what I got:

From the tables student satisfaction I agree with, as I am infact satisfied where I am, more satisfied than I was a couple of years ago. Other stuff, Bolton has a lot to work for and I’m sure I will move up a spot by the end of this year. I checked this last year and Bolton was joint 99th position with another institute, so it goes to say something at least.

A couple of year ago I would be hitting myself with a bat, thinking why am I so dumb not to get into Reading but now I have little to no regrets. Happy ending “ey!”

————————

In my recent dev ramblings I found some nice infos and articles whilst I was wilfing around.

My AGTEngine portfolio work uses RakNet middleware and I usually ramble about how good and easy it is to integrate networking capabilities into your engine if you’re also in the same process. This awesome UDP networking middleware is great for games and I recommend it alot if you plan to get the most of middleware codes. Anyways Jenkins (lead developer) has made a feature list video which you can check out here. Visit main webpage here.

Also found a nice article today on gamasutra headlining “UK Government Considers Wii In Schools”. Assuming Jack Thomson doesnt get there in time schools could be a little more interesting for kids. Report suggested that child obesity trebled in the UK and this could be one way of encouraging them to get some excercise once in a while. It’s not suggesting that the Wii be used for something like cooking classes, instead of cooking, you’re simulating, instead they plan on integrating and making the console available in PE sessions, making sure that in whatever forms necessary the child will get some sort of excercise out of it. It seems to even out the idea behind the fact that playing games could lead to less excercises and to the inevitable. Thanks to Nintendo. Also I would like to comment here additionally about Southparks take on MMO based on World of Warcraft, which is old now but its still a “legend”. See the clip here if you haven’t seen it! (OMG)

Your usual stereotypical approach to “lifeless” gamers.
Quote: “How do you kill that which has no life?”

Anyways the article; It may also be down to the department of health stated in the short article, and if we do face with this upcoming approach then my personal opinion would be is that kids are getting good at being spoilt. With any means necessary the government will do what ever it can. It seems nice for them to encourage children to play games but there’s always nasty critics that would love to slate the hell out of this.

Just imagine when you have children-
You: “Hey matt, did you have fun today at school?”
Matt: “Yeah I played video games all day…”

For some parent that’ll appall them but if the industry is well accepted that view may be all so different.
My response: “Tell me what game you played…was it on the 360?”
Surely a gamer’s response and the inate response well here. At the moment education will just have to do with something else up their sleeves.

Well for the shocking news…I’ve started taking drugs. NO! not that type of drug, the drug which all gamers call the “WoW drug trip”. Now this type of drug is harmless unless taken in large doses. So yes, I went back to World of Warcraft to spend some time with some virtual friends maybe because I got sick of doing work too often. I usually try to fix that by going out but my moods changed lately and going out seems to take on of a less interest and something always says “well you got better things to do than that like…WORK!” Damn that word and damn it to hell!
There you have it. Keeping regular checks on my dosage cause I know addiction could take toll any moment. I’ll be as casual as I can be, still…that game is strangely irresistible. After so so I went back to revise on a nice article I read from last year: http://www.gamasutra.com/php-bin/news_index.php?story=16392

Peace.

Posted in AGT, articles, gamasutra, update | Leave a Comment »

New Years (Late) Update

Posted by ronenix on January 15, 2008

Well I’ll start of by saying Happy late new years! Been busy since new year working through some new years resolution lists ~_^
Well what kept me busy? Work obviously. Been trying to clear up loads of junk on my PC, backing up files etc. Also had to revise for an examination on the last week, and doing more work on my projects. Examination was okay. There was fair amount to write about, which usually lead to getting cramps on my hand.
No updates posted on these as of yet. All I can say that AGT project is way ahead of it’s schedule and my level 3 AI project is pretty much in sync, although appearing to have some bugs and issues which should be managable. As for Air Roar, I received a nice comment from the guy behind Pyrogine2D and he is eager for me to use their API for Air Roar, although I’m already in the process of putting together my work for XNA, I will eventually try an implementation of this game through Pyrogine API sometime in the near future, but highest priorities to my Uni projects.

Up on my list of todos is to begin putting up my old work on my blog. List includes:

  • RPG Game Engine made in OpenGL.
  • Some old maps I created for CS:S and Half-Life single-player level.
  • Very old but cool console text-based adventure game.
  • A number of 3D rendering works.
  • Video files.
  • A number of C++/C# tools I’ve made since.
  • Oh and Rm2k games, which aren’t finished but have nice fully functioning custom battle systems.

Well next section of this post is usually stuff I found on the net.

See these images below:

Photobucket

Photobucket

Photobucket

All done in less than 10 mins, no joke intended.
You can make hi-res wallpapers like these here: http://www.wallpapermaker.net
Free to use wallpaper maker tool. Have fun! ^_^

————————–

Streaming and listening to full albums from bands is never easier if you actually check up on http://www.deezer.com/

For the past week I’ve recently been listening to whole band albums through this site. Nice quality songs. You don’t really need to register for the site to start listening to music. Just add the artist/album in the search file and start listening. Signing up is only for creating your own playlist and sharing your playlist to other members. I haven’t registered therefor I am unsure on whether your playlist can be imbedded.

Another I always recommend is Pandora. I’m sure many of you have heard of this awesome site but for those that haven’t, simply enter in some favourite bands/music and with Pandora it will play songs that sound appropriate to the band/song you’ve entered. Pretty neat and interesting use in querying songs of similar sounds.

——————–

Tiinker

Usually early in the morning I spend a couple of hours reading news, blogs etc and it can sometimes eat more than just a couple of hours. Eventually you’ve spent 3+ hours without even having breakfast(LOL) and you eventually figured out that you’ve wasted most of your time reading inappropriate news. This happens regulary.
Then eventually I read up on http://tiinker.com/ and decided to give this new tool a try.
What it does is simply gives you a number of articles appropriate in different news/blog categories such as science, sports, technology etc and you give thumbs up or thumbs down for each short brief article summary. Depending on these ratings it will eventually spew out articles that interest you most. From here on you can continue fine-tuning your articles.
I’ve seen some improvements as I’ve been using it for the past couple of days. Your feed the articles in RSS and put onto your Google home page, which is very handy for me.

——————–

Thank You Notes

If you ever felt the need to thank someone for something and you can’t clearly put right a good “thankyou” note, you can check http://www.thank-you-note-samples.com. It has samples of thank you notes. I dont know when these would come in handy, but its something I thought was pretty interesting.

Ron

Posted in AGT, Project, Random, deezer, exam, hi-res, notes, tiinker, update, wallpaper | Leave a Comment »

SVN Repository update

Posted by ronenix on December 31, 2007

In courtesy of me I have added SVN repository for my project. All my work will be uploaded to the repository regularly. The address can be found here: http://agtengine.googlecode.com/svn/trunk/.
Though I suggest downloading TortoiseSVN so you can get a copy of the updated version of the project yourselves. I also recommend this due to the fact that it’s got some simple logging feature, which I tend to use alot on my other projects, and I tend to commit the project regularly so everyone else that has a copy can simply update their version. Google code has kindly provided access to the code anonymously so you can download and update it regularly.

If you haven’t used TortoiseSVN or just need some tip on getting the project to your computer, here’s a quick guide:

NOTE: This project is based on Microsoft Visual C++ 2005 Express. I’ll try get other versions of the project running on ‘older’ Visual studios.

– Download and install the new version of TortoiseSVN. It’s sometimes better keeping Tortoise updated regulary. It will inform you if your version is out-dated anyway. It’s free to use too.

– TortoiseSVN builds into the windows shell extension. After installation just simply right-click on your desktop or in a folder and TortoiseSVN menu link will be made available.

– Highlight the TortoiseSVN link and select Repo-browser

– On the URL type http://agtengine.googlecode.com/svn/trunk/ and click ok.

– This will open up the browser and the files to my project.

– All the codes are found in the /trunk directory. You may view the contents of the trunk by clicking on the plus sign next to the folder. To get a copy of the whole project, right-click on the /trunk folder and select Checkout…

– Set the checkout directory. Create a new directory in your drive if need be. Leave the rest of the options alone and click OK.

– This will download the files in the trunk folder to the specified folder in your drive.

– Open the folder or refresh it to view the files. From here on you can simply update the project by right-clicking on the folder and select SVN Update. This will update your version to the newest committed version.

– Other things to look at is the log notes on the project. This can be viewed by right-clicking on the folder, highlight TortoiseSVN and selecting Show log.

– This will show all the addition/deletion/modifications of the files on the project , and comments on each revision.

You may run the project file and build it. I have created the framework so that it only requires OGRE include and lib files. You should be able to run the build and execute the program after downloading, if you have the right version of Microsoft Visual C++. Changes cannot be committed for obvious reasons.

Hopefully this serves as good logging tool for my project, useful for the tutors that will be marking this work at the end of the uni year, and for everyone else interested in the work. With SVN you can simply update to a certain revision and all the files changes will be managed automatically.

Okay I need sleep ~_~

Posted in SVN, log, repository, update | Leave a Comment »

Progress updates

Posted by ronenix on December 29, 2007

Began actual work on the engine. Created a new framework for the engine and game.
Progress on the project is way ahead compared to my designed schedule, altough compared to the amount I have to do (game and engine), its just a fragment of it all.

I was given the outline of the project, speccing the minimum requirements of the work, all are included in the schedule and todos for the game prototype.

As for the work done, I have coded up the Render System. This system simply intiliases OGRE renderer and sets up the window to begin rendering. I stated clearly that the render is very important in controlling the game loop. The AGT render manager only contains one class. Originally it was 2 classes working in the the render system area of the engine as show below:

Both classes have now been melded into one RenderManager class. Here’s the codeblock for this class:

——————————————————–
class RenderManager : public Ogre::FrameListener
{
private: // Attributes
Ogre::Root *m_pRoot; // Ogre root pointer
Ogre::RenderWindow *m_pRenderWindow; // Ogre render window pointer
unsigned long m_hWnd; // Handler to the ogre render window
bool m_bStatsOn; // Stats display
Ogre::TextureFilterOptions m_Filtering; // Texture filtering mode
int m_iAniso; // Anisotrophic level
bool m_ShutDownRequested; // Shutdown call

static RenderManager *renderMgr; // Static pointer to self

private: // Functions
RenderManager(void); // private ctor for singleton class

void initialise(void);
void setupResources(void);
void createWindow(void);
bool setup(void); // Runs through and call all functions initialisations
void createFrameListener(void);

public:
~RenderManager(void);

static RenderManager* getSingleton(void);
void cleanup(void); // Cleans all pointers to render system
void startRendering(void); // Renders frames
bool frameStarted(const Ogre::FrameEvent& evt);
bool frameEnded(const Ogre::FrameEvent& evt);

// accessors
unsigned long getWindowsHandle(void){ return m_hWnd; }; // Returns handle to render window
Ogre::Root* getRoot(void){ return m_pRoot; }; // Returns ogre root pointer
Ogre::RenderWindow* getRenderWindow(void){ return m_pRenderWindow; }; // Returns render window pointer

};
——————————————————–

RenderManager has inheritance link to Ogre’s FrameListener. RenderManager is a singleton class. From main this singleton can then be called and by simply calling the ’startRendering’ function, OGRE will provide a program while loop that will quit if you pass the certain functions to the frame listener functions. Virtual functions ‘frameStarted’ and ‘frameEnded’ from the FrameListener class must be implemented in order to do so. Any classes that inherits from the FrameListener will be registered for these functions to be called when update occurs.

Implemented the Object system to a point where I have 2 scenes working and able to switch between them. One of the scene is empty and the other contains a test object, flat textured floor object, done through attaching a test mesh component to the object. I have skipped initial implementation on the state manager, for the sake of testing the object and the rendering system.

Next implementation is to create the input manager for keyboard and mouse, so I can control the camera in one of the scenes, by adding a camera control component to a test player object. X360 gamepad support will be added in a later stage.
For now here’s an image of the code structure in VisualC++:

Posted in design, engine, object, progress, update | Leave a Comment »

The Yahtzee X2 and other notes.

Posted by ronenix on December 21, 2007

Well, the growing so popular Croshaw has done it twice for me. First GH3 and then Mass Effect, with all the brilliant mindedness of the zero punctuation goodness we get each week. See for yourselves, you wont be dissappointed. [WARNING] Small children should leave already!!!

On other other notes, posted some info on AGT Engine so check that page out, and work on Air Roar will continue but I’m still decision mode between using XNA or Pyrogine2D API.

Posted in AGT, Pyrogine2D, XNA, punctuation, update, yahtzee, zero | Leave a Comment »

Newer version of Air Roar

Posted by ronenix on December 19, 2007

One of the main reason I put up some of the old blog post from my previous blog, on Air Roar was that I’m going to continue my work on this 2D scroller using an entirely different API. This mean stepping out of SDL and using another engine. Not recently though, I have been implementing a version of Air Roar on XNA, and I was to continue to use XNA not until I found Pyrogine2D. Check the API here. This simple API, which I have been messing around with recently, is one powerful tool. It has everything I need for my 2D scroller and right now I’m slightly torn to which API I should use instead. The API is entirely free of use only for non-commercial use.
XNA or Pyrogine2D. I’ll do some prototyping. It may be that I’ll be doing it on both, since the two are easy to use especially for a 2D top scroller game.

Posted in 2D, XNA, pyrogine, update | 1 Comment »

AGT Engine technical documentation

Posted by ronenix on December 19, 2007

The technical documentation of the project is due in this week and I might as well explain some the various aspects of the game and also what’s running the game behind it, the engine.

First of all let me explain the idea behind my game. Title is yet to be assigned to the game but I will eventually get to it.

The story is based on an old 2D RPG I have made long ago, with the RM2k tool kit. The idea was to implement the story to this game, but leave behind the turn-base RPG. I will try and get that game up on my blog when I have the available time.

So yes, its going to be a mixture of rpg and action-adventure with more emphasis on the latter since the idea was influenced through games such as Zelda: Ocarina of Time series.

The game will be third-person perspective(see previous post of what this may look like), in a open roaming world. Though this won’t be just an unlimited landscape, I will be segmenting different parts of the world. The assigment brief I have received today requires a complete game prototype. In the time span available I can guess that I could probably get one or 2 segments of the whole game world into the prototype.
Anyways the list continues – The player will take on the role of a character through this fantasy game. This allows me to add some interesting aspects to the game. One of them is the use of spell system that can then be upgrade by finding better ones or using it various times allowing to gain extra experience.

Within the game the player may encounter amulets that then can be attached to a weapon the player character is using, allowing the player to use its respective spell type. As the player progresses through the game they can gain much more stronger amulets from hard enemies, bosses, finding them, or doing quests. It’s a similar idea to the materia system in Final Fantasy.

Spells in this game will bare the following types:
- Damage spell
- Buff spell (for player and/or sword)
- Debuff spell (single)
- Debuff spell (Area of effect)

Some of these spells can be casted at close or long range.
The limitation is that for each individual weapon the player finds, the number of available slots can vary from 0-4. So at one time the player will be given a maximum of 4 useable spells to cast during combat. These amulets are not totally necessary as the player can go through the game will little use of spell, though when encountering harder enemies, the use of spells could help.
Other note in the spell system was to try to allow each amulet to gain experience depending on the amount of use by the player, thus making each spell much more stronger that the other. This idea may or may not be implemented at the end, as the player and spells will improve the further the progress.

So there will be no stats for the player such as Strength, Stamina, or Agility. The damage a player character can do to an enemy will be static. The health and magic points will begin at a defined amount and can then be upgrade by finding items in the world, your usual Zelda upgrades, where you would regularly search for clues and find these items, many of these items can be gained through doing a number of quests.

The meat of the game is the combat system. Again I stress there is alot of Zelda influence on this game, but I didn’t want to recreate the same systems in just the way Zelda has been doing them.

In each combat the player can lock-on to the target, this way the player may side step around the enemy. The player can attack/defend in 4 different ways. These are the directional attacks.
Examples:
- player can make the character attack the head of the enemy by pressing the forward direction and the attack button.
- Character can attack left side of the enemy by using pressing left direction and attack
etc. The other two are attacking on the right hand side and thrusting towards the body of the enemy(back direction + attack)

Obviously there will be various NPC and object interactions within the world. As I have stated, the areas in the world is free to roam in, so that player can get to various places by jumping there or finding a possible route.

So that’s the basic ideas behind the game. It’s all so far just simple ideas, but I will get to showing the appropriate concepts and designs of the game in due time.

For the engine itself I have research quiet a number of engines. I originally planned to use an object system with various types of manager connected to it, but eventually having read on object-component systems, I thought it would be alot more interesting and better to implement. After looking up on Component-Objects system I stumbled upon OGE (OpenGameEngine). Which uses an Component-Object system similar to that used in Dugeon Keeper.
I have yet to use this engine and mess around with it, but the concepts the developer made in his wiki site got be thinking of the ComponentObject system in the engine. I have used the fundemental designed of the engine systems used in OGE shown below with some changes:

The implementations however are going to be my own, as the various subsystems in the engine will use various types of coded or middleware APIs.
All of these subesections are explained through the game technical documentation, which I will try and post after submission in the end of this week.

Posted in action, adventure, component, design, engine, games, object, update | Leave a Comment »

Updates and lastest readings etc

Posted by ronenix on December 6, 2007

Well first and foremost some additions to the blog itself such as a new page for my AGT module game engine is available. All my work throughout that project will be posted there. All technical implementations and designs will be posted there and progress will also be recorded in that page. Level 3 AI project page will be made and updated ASAP. All related work progress will also be posted there. So be sure to check those pages out as usually I won’t post on the main page to say so. I will try and make sure that the post appears on the main page if it helps that way.

In the mean time I’m working on getting a real domain name for my new site as its been an ongoin task of mine to get one.

Other things:

Xplorer² has gone to pro version it’s not available for free of course. If you haven’t heard of the program just read this here. If you are those people that do alot of file manipulation etc then this is absolute program. For me it’s pretty much replaced the use of the original windows explorer. I recommend this alot, even if you don’t do that much file managing etc just download it and mess around with it. The features are cooler obviously. The main site link is here: Xplorer².

WinMerge – another tool I recommend for programmers mostly. Again read as it saves me time explaining it. I’m sure that the user interface and maybe the underlying code is used in Tortoise SVN. I’ve always been looking for something like this for files and now here it is.

So other that updates thats it for now.

Posted in Links, Project, Random, merge, update, winmerge, xplorer | Leave a Comment »

Opening AGT Engine section

Posted by ronenix on December 6, 2007

First of all, I introduce you to a section of my blog dedicated to my work on the design and implementation of my engine for AGT. This is a continues work and will be added to my already large portfolio. This will be the first of many that I’ve actually decided to update on the progress of this work through this blog.
At the time of posting I didn’t have available time to talk specifically about my engine and the game I’ll be making using it.
More will be added to this page on the progress of my game and the engine it runs on.
Here’s an example print screen I made during an simple run on the game.

Game screen shot

As you may or may not notice the characters on the screen are a copy of Raz, who’s from Psychonauts, one of the best game I’ve played. Obviously the character model will not be used in the end but its showing a simple test run using OGRE3D rendering engine, with the player character locked on to another character, shown with the arrow above it. This is really just a simple prototype of what’s actually gonna be done for game end product, prototyping the lock-on targetting, physics, particle system, camera, and player control. Other features will be prototyped and included in the the game technical documentation.
There’s also some simple post processing on the screen i.e. motion blur and HDR(although not clear on this screenshot)So I’ll try keep the updates regularly.

Ron

Posted in AGT, advanced, engine, games, technology | Leave a Comment »

Setup and ready to do more blogging

Posted by ronenix on October 26, 2007

12070.jpgYay, after all this time I’ve managed to pull myself together again and create another blogger for myself. Having already gotten a blogspot page I might aswell do a wordpress, and well who knows I might eventually grow more fond of wordpress to use it more than blogspot.

Well thats just a short intro. There will be alot of changes soon. Read the rest of this entry »

Posted in Blogging | Tagged: , , | Leave a Comment »

Randomness Again

Posted by ronenix on October 2, 2007

Here’s my usual random stuff I gather up in the week. I usually do this at the end of the week but I want to get my mind off work for the moment so I got some random stuff.

Firstly if you guys use GIMP here’s a really neat plug-in that allows you to scale and resize an image without loosing image details and keeps the image from distoring.
Video <- click here to see it. The plug-in for GIMP can be download from their main page http://liquidrescale.wikidot.com/. Really would recommend checking it out.

Okay so I checked my mail yesterday and one of my friends sent me this vid. I thought waahey she’s showing me a video of herself and quoted on the e-mail title. After checking the link and opening up a video, I thought well that girl on the video is hot but I’ve not seen her before. Then she starts talking and then eventually shows a picture with me in it and I pretty much stunned. Anyways to cut it short it was a cool prank to setup, but if you’re a she bitch and would like to prank on your helpless male friend then go to this page http://www.pepsi.co.uk/tattoo/.

Here’s another one to look into if you’d like to soft-mod your original Xbox to an awesome media center with good YouTube support. Getting the other stuff is cheap and hassle free. Anyways check here.

And finally some nice machinima made by Soosdon. Its just awesome.

You might need to download a plug-in to run the vid. If you get it running double-click to set to fullscreen.

Cya peops

Posted in Links, Random, Xbox | 1 Comment »

[[RonEnix]]: Something other than work!

Posted by ronenix on October 2, 2007

Posted in Blogging | Leave a Comment »

About Me

Posted by ronenix on October 1, 2007

Information coming soon…really..

Posted in Blogging | Leave a Comment »

Something other than work!

Posted by ronenix on October 1, 2007

Well I guess I can kinda brag about it but I’m happy that I got my Madcatz Halo3 faceplate + Skin Bundle Pack. It kinda gives some certain important look to the my X360 as you stare at it.

This is
the faceplate I got. Look really nice. Had a hard time getting the sticky side skins on though but its worth it. Plus I needed a new replace for my front faceplate since the USB cover just does not work what so ever. Will probably put up some pic, but meh, if I can be bothered to do it. ^_^

Image below if site doesn’t open.

Cya peops.

Posted in Faceplace, Madcatz, Xbox 360 | Leave a Comment »

It’s been a while.

Posted by ronenix on October 1, 2007

Well I’m back to blogging from now, due mainly to the fact that I’m starting my L3 Project this year and hope to be making progress on it and jotting down on this blog my progress through the whole project.

Also throughout this year I’ll be maintaining info on the end year engine that our module is currently working us to.
Just to start off firstly the engine itself. The engine at the moment only has one system for rendering. The whole point of the module is ti basically work and program other systems that collate together to make the engine, such as the physics and networking. Now all these don’t need to be programmed from scratch as there are alot of middleware available which can be used towards a nice engine at the end.
First purely focusing on the engine architecture/design and implementing the rendering engine. The rendering system that must be used is OGRE 3D. Will be keeping some up-to-date info on that as I progress through development.

As for the final year project, I’m basing my acedemic project in AI for games (of course). Since I’ve been working with alot of FSMs (Finate State Machines) I’d love a different approach to AI and therefore I’m be researching more into 2 methods: Neural Networks and Fuzzy Logic, and creating a hybrid AI system of the two for Neuro-Fuzzy.

As for the implementation I wish to create a simple group versus group AI interactions using the hybrid system for a typical fantasy/role-playing environment where each of the members in the group will have a different role towards winning a group battle and their actions depends on their class and what they are capable of doing. Just to note that there is alot of MMO game influence that’s affected this and as many of you know, I used to play World Of Worldcraft, and everyone who’s played an MMO must have heard of the game, and also HALO 3. Yes! that game! Has semi-inspired me to see how hording AIs work together to make a fun and impressive AI.

So in theory think of battles of say 5 versus 5, AI vs AI or Players vs AI where there different characters with different class and playing style. This is where I want to focus this hybrid neuro-fuzzy system to implement into individual npcs that interact with one another and help each other to win battles.

So far this is just theory and in my own opinion the scope of this project or the size might be too big in a span of less than a years work for the project. I have still yet to talk for support on my idea and of course the project proposal is due in the week beginning the 8th of this month so I’m cutting time almost to the last minute. Will be posting more info on that.

As for the blog site itself, I will do my very best to get all info up and update it regularly. Also I’ll be putting up all the work I have done in the past. I’ve decided I’ll bother with a proper website domain after I’ve graduated as I dont wanna focus much on making the site, even though I have already created my template and design of the site, I just don’t want any hassle at the momemt.

Cya peops and you just got hit by a block of text.

Posted in Project, update | Leave a Comment »