A while back I put together an audio system
which I have been using to play music in the menus. While I had the ability to play any sort of sound, it was kind of inconvenient to use -- each sound had a handle that needed to be managed.
I needed something that would run the audio system and manage things for me. With the number of complaints I've heard from audio folks over the years about the general lack of attention to audio in games, I was surprised by the lack of solid information on what kinds of features you would want in an audio system. I looked around on the web, then went through all the Game Programming Gems
books until I found Creating an Audio Scripting System
. Quite a few of the ideas I implemented came from that article.
If you're an audio person and there's important stuff I'm missing, or if this is all just wrong, by all means tell me in the comments.
So that last blog post was picked up by gamasutra.com
which was pretty cool. It was tweeted to over 70,000 people, hit the front page of Gamasutra and stayed there for three days, was featured, and made their news feed. I got 15 comments, saw 22 new followers, traffic on the website was 8 times normal the first day (almost 25% of those iDevices!), and it has now settled at twice what it used to be.
Between checking out the comments and web stats, I've been working on a bunch of different things.
I saw this post
on Gamasutra yesterday, and I thought "maybe people wonder what programmers do all day." So here it is.
8:12am Wake up.
8:26 Hug the family goodbye as they head out for the day. Cover head with blankets, not ready to get up yet.
9:02 Roll into the office. Check on onemanmmo.com
, then Twitter
. Gamestop says
that 60% of the people it surveyed wouldn't buy a game console if it wouldn't play used games. Yeah sure.
Singletons get a bad rap from programmers. Just go do a search for "singleton problem" and read any of the first 100 results. From all the anger you'd think they cause disease, or burn books, but no. They're globals, and programmers hate globals.
The recommended "solution" to the singleton problem is to pass the potential singleton to every class that needs it as a parameter so that you can see it is used in the declaration for the class. It's only one variable, or one parameter to a function call, so what? That's the approach I took for my entity system
, dutifully passing it to every class that needed it, and having them store it internally if needed.
The problem that developed is that the ES is the central database of my game and it is used by dozens of different modules. Over time, the standard approach had amounted to a few ugly workarounds, hundreds of lines of code to maintain, tens of thousands of instances of one variable, and hundreds of thousands of function call parameters - every frame.
I'm extremely pragmatic and I've always taken other programmer's grand pronouncements on code purity with a large grain of salt. That was clearly an unacceptable trade-off just to avoid a global. Singletons are tools, use them appropriately.
I'm writing this up because of the unbelievable pain I went through to get it working. It seems like something that shouldn't be that difficult: getting a model to follow terrain by adjusting its up vector to match the up vector of the terrain mesh under it and to face in a given direction, but try and try again, I could not get it to work. Rotation matrices are my bane. Nothing else I do is so unbelievably frustrating. If they worked or didn't work that would be fine, but as I went along I found a lot of variations that would almost work and it wasn't always easy to tell what was wrong. My favourite variation worked perfect when going north or south, but squashed the model into a diagonally tilted pancake as it rotated through east and west.
I found a lot of information on the topic on the internet, but all the detailed examples were for DirectX, the OpenGL ones were all brief, too brief evidently.
My game's environment is 300km by 300km. In real world terms, that isn't all that big, but for a game world, it is sizeable. Once a rendered scene becomes larger than a couple of kilometres in size, you start running into severe problems with floating point accuracy. Even with my test terrain which is only 20km by 20km, I had very noticeable problems with props on the terrain appearing and disappearing as the camera moved. The graphics card thought the terrain was alternatingly in front of, or behind, the prop.
Luckily there is a fairly simple to implement workaround for this issue.
Today I got the last major rendering feature running. I also fixed a bug that has been bothering me for weeks. I didn't expect today, or the last two weeks for that matter, to turn out like they did.
I wanted there to be some vivid color in my world. Much of the scenery is monochromatic, so I wanted flowers. Fields of them.
Normally I write about things that go well. Like this week I wrote a bitset template class, nothing super complex, but a few hundred lines of code. To my amazement it compiled without warning and passed its also-brand-new unit-test the first time. That doesn't happen very often. Occasionally I'll write about things that went pretty badly
. Then there are the things that go spectacularly off the rails.
I was designing a faction select screen today. I want there to be approximately equal populations in each faction. While doing the layout, an old bias I noticed came to mind.
Last year I looked back at 2011 and made some predictions.
I thought it would be good to take a look back at this year and see how I did on those predictions.
2012 was definitely the year of rendering. I had a vision for the look of my game and my biggest accomplishment this year was taking the first screenshot that actually looks like that vision.
Getting my Christmas list ready this year was sort of disappointing. In years past, I would ask for all the hottest new PC games and I had a lot to look forward to on Christmas morning. This year there were few big releases, and I already had Mass Effect 3. The only 2012 game on my list this year? Guild Wars 2.
I like big, complicated, 100 hour story driven games. I love Command and Conquer (haven't played a good one of those in years), Mass Effect (although I can't get into the final chapter) Bioware or Bethesda RPG's. I love to explore the worlds of MMO's. I really miss the space shooter genre - Freespace was so much fun, and getting Wing Commander 4 for Christmas so many years ago was the highlight of the day.
I think the fragmentation of the games market is getting me down. I don't have an iPad, or a Android phone, or an iPhone (I often feel like I'm the only one) I don't use Facebook, so all the effort that has gone into development of games for those platforms is wasted on me. And frankly, one session of Angry Birds was really enough.
"So when are you planning to open it up a little more?"
"So the answer is fairly soon. With a lot of change. I kind of suck at estimating when things are going to happen."
Fairly soon is sooner than the last estimate :D
Well, I'll see you in-game ...
When I say iconography I think I'd include art styles like FTL and other reusable component based artwork. i.e. I really mean non realistic representative artwork. I think people forgive less advanced art design (and some cases love it with the ...
Thanks for the suggestions, but even iconography would only get me so far given that units are made of 6 different components and each of those components can vary in power and effects. One day I will have an art team!
Players killing less-useful units is what I would expect, and since when you dispose of a unit you only get a fraction of its original cost back, that also works as a money sink.
The plan is that players will want to use more exotic units as they ...
This might be a little radical for this stage of the project, but have you considered having iconography for units instead of actual models?
It might detract somewhat from the atmosphere. However if you don't have the time/skills to create a lot of ...