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Developer's BlogWelcome to the Dawn Developer's Blog! Here there is a list of the times things were discussed/completed in relation to developing in Dawn. June 2009Mission concepts programmed into game. This is complex and needs to be thouroughly thought out to allow for additional missions to be added easily. Also the impact om RAM shold be taken into consideration, that is not duplicating information between the map locations and actual mission data inthe world.April 2009Cloud reflections added to bumped mapped sea and sea edges blended into the beach. Many concepts for sea in 3D games has been developed for 3D programming. Such features as refraction, environmental reflection, specular light reflection for sun light, bumpmapping for ocean waves, and additionally wave and shore line foam effects can be introduced.March 2009Addtional animation sequences introduced. Particularily draw sword and go to fight stance. The ability to blrnd two animations greatly effects the anumation transition and is commonplace in many good titles. A basic swim sequence was introduced, transistioned from idle or run as the avitar approaches waist level.February 2009Actor jumping and model verticle collision introduced. This is particularily important for running on to jettis and jumping onto barrelss and climbing ladders on to ships for example.January 2009Happy new year everyone :) HUD design finalised and implemented Collision detection implementedDecember 2008Moving water implemented A number of water techniques tried for fresnel and specular effects. Currently undecided as it's a case of quality verses framerates.November 2008Research on water techniques for seas and lakes. Drawing multiple instances of various models and characters Shadows implemented.October 2008Smooth keyframe animation implemented, best tools decided on. Snapping models to terrain perfected HUD design prototyped. Started research on shadowing techniques.September 2008Much time was spent researching the many implementations available for animating characters. Server code improved with adaptable latency adjustment.August 2008Static human models introduced with basic texturing.showing ambient and directional lighting working as desired. Static clouds introduced into skydome. Improved terrain texturing.July 2008How will a map be drawn and textured. Early maps equate to 2km by 2km with a screen resolution of 1024*768 @ 24bit colour, resultng in 90 frame per second. Ambient and dirctional lighting introduced. Server communication tested, working within acceptable tolerences. Unique gameplay concept implemented. Opted to use HLSL shader technolgy.June 2008Early research shows that it is posssible, the key points is graphics and the all important framerate to maintain a realistic look and feel. Direct Mouse and Keyboard capture accomplished. 3D world navigation of camera, forward, backward, strafe and mouse point all coded. Basic model loading lighting. Ideal test host secured. Unique gameplay concept discussed.May 2008Many available game engines tested. Some good, many prove not to return high enough frame rates on minimum spec machines when buildings or characters were introduced. Research into efficient 3D modelling technology. Where to host server technolgyApril 20083D World environment research, is it possible? What technologies are out there? 3D Engines? Programming Languages? Target machines? Distribution methods? What technologies to use, what ones to invent.March 2008:Main concept meet:General idea To have a game powered by the interaction of the players The more players the more diverse the game world To have the gameplay diverse, interesting and semi realistic. To have good graphics with smooth interaction All this equates to a semi realistic MMORPG siding more with real world adventures. Time to Research a few things.... |
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