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[ Screenshots Blog ]
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Hero Chess This game was an achievement of everything that I learned this year. I did not make any of the actual art or content, but I did program the game from scratch. It has many cool particle effects and the game turned out much better than I thought it would! |
| Late December, 2004 - Nearing Completion |  |  |  |  | | | | Just need to make a few more adjustments with the AI and other things. | |
| Late December, 2004 - Polish |  |  |  |  | | | | The game is done! You can find it in the finished projects page! | |
| Late December, 2004 - Mini Game Board |  |  |  |  | | | | I decided to throw in a little 2D game board to make it easier to see where each unit is. The selector and possible moves will be added onto it later. The colors will soon be adjusted. | |
| Late December, 2004 - The Bishop |  |  |  |  | | | | They're sorcerers... oooh, what a surprise there =). I added flares on the tip of each staff just for fun. They cast lightning as their attack spell. | |
| Late December, 2004 - The Queen |  |  |  |  | | | | They're skeleton mages and can hurl fire or ice balls. | |
| Late December, 2004 - Gibs |  |  |  |  | | | | No comment. | |
| Late December, 2004 - The Rooks' Attack Spell |  |  |  |  | | | | Air starts to spin around the target like a tornado for about 2-3 seconds. Then, the unit plumits into a bloody death. | |
| Late December, 2004 - The Rook |  |  |  |  | | | | I couldn't find a castle, so these are air elementals. | |
| Late December, 2004 - Blood |  |  |  |  | | | | Kind of cool, splatters away from the melee slash and then sticks to the floor where they then disappear after several seconds. "Gibs" to be added later. | |
| Late December, 2004 - The Knight |  |  |  |  | | | | He throws his lance into the air and then charges when attacking another unit. | |
| Late December, 2004 - Unit FSM and Camera Controls |  |  |  |  | | | | FSM stands for finite state machine, and it's for the units (pieces) and it makes things so much easier. You know what I'm talking about... the make person go here in 2 seconds, then wait 1 second, and then play animation for 3 seconds scripting stuff. Yes, it's easy, but it can turn into a web of fugly code... simplicity > all. | |
| Late December, 2004 - Chess Framework |  |  |  |  | | | Here is the game board until I add a wooden border. The squares are highlighted based on where the selected unit can move. The opposing team's pawns will always kneel in defense.
The green square selector used to be a beam of light, but I couldn't get it to look right. | |
| Mid December, 2004 - Phong #2 |  |  |  |  | | | | A second screenshot. | |
| Mid December, 2004 - Phong #1 |  |  |  |  | | | | It's more or less the same as bump mapping, but should not be confused with "Phong Shading" which is completely different. I made it because I found this great site (below) that demonstrates the shader in a demo along with a PDF article. It's also where I got the textures of course. You'll have to understand the assembly-like code though. | |
| Mid December, 2004 - A Half-Life 1 .MDL Format |  |  |  |  | | | | File loading gets easier and easier to code each time. The .MDL doesn't even have any documentation though, so I had to learn from the SDK source code. I had to learn a little OpenGL in order to understand what the hell was going on. | |
| Mid November, 2004 - 2D Rigid Bodies |  |  |  |  | | | | Both linear and rotational forces acting on a rigid body using quaternions. I will only support cubes for now because it makes calculating the moment of inertia so much easier. If it's wrapped around a complex object such as a statue, then no one will know the difference anyways. There is only lite collision support. | |
| Mid November, 2004 - 2D Rigid Bodies |  |  |  |  | | | | I store the angles and manually rotate the points with trig each frame, rather than integrating the points which causes the shape to bulge. | |
High Level Shading Language (HLSL) I began learning the Direct3D language for shaders. A lot can be done with just so little code! I worked primarily with shader model 1.1 and 2.0. |
Gloom Engine The idea was to create a straight forward engine for my own use. It was outdoor based and featured "infinite" terrain (tiled through procedural heightmaps). The actual game built on top was not planned out to any great extent. |
| Late August, 2004 - Screenshot #2 |  |  |  |  | | | | This uses snow textures instead. The AI is surprisingly decent, the goblins (and future melee/mage skeletons) go around eachother and use their little weapons to try and kill you. So evil, don't you think? | |
| Late August, 2004 - Screenshot #1 |  |  |  |  | | | | A screenshot of the project so far. | |
Level Formats and Algorithms |
Beginner Projects All the projects and work I did while learning C++ and DirectX9! At the time of creating these, I was doing it out of curiosity. I had no idea that I'd continue for many years to come. |
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