"Ogres have layers" and so does our spacemap!

Progress Report 9/11/03

A lot of stuff has gone in since the last time I posted a progress report, but the stuff I work on usually isn't visible in a screenshot, or Joe posts a blog first with screenshots that show off what I've been doing as well as his. Today I have a screenshot that you will only see on this site, at least until I check in my code. :)

I got pathfinding into the engine yesterday, and before that I worked on the interface and generating a random map. Today I wasn't really sure what I wanted to start working on, because I needed to consult with Joe to see what he was working on, and Joe was out this morning for a doctor's appointment. I started working on getting a selection cursor in the game, figuring that I could start there and add some limited functionality into the interface. When Joe came in, we started discussing scripting ship battles, so I was going to work on that, and he was going to work on the minimap, but neither of us got to work on that because Alex came in and started talking about the star map background.

Brad and Larry came in and got involved in the discussion and we decided that we needed parallax, with a back layer of stars, and then a clear layer with just the grid, on top of which would be the game objects like planets and ships.

So when I finally got back to the computer, I set aside my work on the selection cursor to start work on the new background. I made the tilemap clear, so that the game layer was just the grid and game objects, and made a static background. I was just about ready to start trying to use texture transformations to create the parallax effect when Alex came in again and saw my screen. So I showed him how it looked as I moved the camera around, and he decided that the nebulas weren't quite right. So he gave me some textures with just nebulas, and I used those to create another layer.

Alex left before I got it working, but I managed to create a tilemap layer for the nebulas that is above the game objects, so the ships can move under them. It moves at the same rate as the game layer, so the nebulas will always be in the same spot. It's pretty cool, but judge for yourself:




I rather like how the edge of the nebula is over the star. It's a 2D image, but it seems 3D because of how it interacts with the sun's mesh.

As a side note, DXTex is pretty cool. It's really easy to make semi-transparent textures with it.

Well, I'm getting pretty hungry and tired, so I'm going to wrap this up.
9,868 views 4 replies
Reply #1 Top
That is pretty sweet. If we add the height to the layer, then we have to watch out for the viewing angle. If you want to display the nebula directly on top of a ship, you can't place it directly on top. We'll have to offset it a little bit down for that to work. Don't worry about it now, but watch out for nebula floating off the map.
Reply #3 Top
Sweet you got it working! Great! This really adds to the game I can't wait to see it in action with the colony ship under the nebula. There are a few more things that still have to be added to the screen like some stars and planets but over all we should have something looking pretty sweet by the 15th. Paul is currenly working on the mapping, I expect we should get them into the game soon. I still have redo the battleship and edit, add sound to the preview movie. I will try to get the battleship ready for mapping this weeknd.

I really think right now we have to get that battle scene going soon IMHO. Other then that I think the fog of war if we could do it FAST should be the other thing. Some planets, stars, nebuleas, ships, anomalys and we going something looking pretty cool.

I really have to say I am really happy with where we are, I have a really good feeling about GalCiv 2. This game is going to own. Hope you guys are ready for the ribe becuase it's going to be a fun one.

Reply #4 Top
Very cool. And yet Shrek invades my day again!