development

dev log

2024

april

This month was a little hectic because I had final exams. Here's a progress vid:

march

This month started out by implementing a debug renderer for Jolt Physics, because of that we got a cool wallpaper for you:

febuary

This month, I've mainly been focusing on getting individual things working in isolation, so that I can start slowly integrating them into the game. I did some preliminary work with openal to get sound working in the game, and now I'm working on getting text showing up on the screen. Here's a timelapse I made when working getting sound working

Stuff like this was so trivial when using godot, but now I literally have to make it all happen either by hand (sometimes with help from external libraries), but it's usually always lower level.

At times this can be frustrating because it takes so long to get something that someone could actually recognize as a "game", but the main thing is that it's actually a finite list of things. Right now my list looks something like this.

The timeline for doing this is skewed because I have to also focus on school and other things right now, but I'm currently working on getting text to show up on the screen which should help a lot with giving players information about their movement etc and help with debugging.

january

So much has happended since the last update, good and bad, either way frag-z progress is moving forward.

To sum it up, during the last year I was mainly working and just trying to make ends meet and in my spare time doing what I could with the game. The main issue was godot, I wanted really good performance even on older hardware because I want anyone to play the game and for it to be bloat free. Godot was a detractor in that regard and having so many available features at my finger tips and weird architectural choices I couldn't bend made motivation to work on the project harder and harder to find.

Since last january I'm pretty sure I fleshed out the main architecture for how skills can be detected. I refactored the godot project into smaller sections and ran performance tests on windows mac and linux. The performance was not up to par and I abandoned godot for all of the above reasons.

Since abandoning godot I learned how to use blender to create my own models, re-learned c++ compiling, cmake, how to render using opengl, use shaders, load obj's into the game, learned bullet physics, unlearned bullet physics and learned the basics of jolt physics.

The current status of the game is that we have a game where there is gravity and you can move around and bump into the map, entirely without godot and just with c++.


2023

january

this month started off with the very first game test, with Nel, coli, Jacques, Teeare and me, the game test went well and fun was had.

feedback

plan

december

first we will develop a thin slice through the whole game, that way we will have a minimal working game that can be played. this way we can get user feedback as fast as possible instead of building the whole game and then having to undo previous work.

the thin slice will be a version of the game where you can connect to a server online through a UI, be able to ready your players and then start the game, the game will be mpw with a single weapon (rail gun), rail gun beams will be rendered on the client side and a scoreboard will be shown. After 10 minutes the game ends and you are returned to the ready up state.