Archive for the WIP Game 2012 Category

Game engine progress

Posted in WIP Game 2012 with tags , , , , , on February 12, 2012 by pcedev

Things are coming along nicely. The dynamic function table works great; functions can even remove themselves from the table if or when their task is done. The script handler can forcibly remove all or individual functions from the active list as well. The first function I added was scroll acceleration function. It accelerates or decelerates the maps current speed with either a linear step or non-linear step, and of course a rate in which to apply. The non-linear setup is nothing special, just a second parameter with rate and signed value which gets added to the main signed acceleration variable (which gets signed added to the map speed variable). Thus, the increment changes over time. Adds some nice curves instead of just linear ramps. I think the next function to make for this table will be background processing fade routines and palette related functions.

The second thing is the map collision logic. There’s a separate map for this and a ring buffer in ram. Right now it’s just squares, but I’ve worked out the logic for different shapes inside the 8×8 collision tile. I don’t need anything fancy, just some angled ramp pieces.


Game engine news

Posted in WIP Game 2012 on February 4, 2012 by pcedev

Heh, game engine logic is coming along nicely. Even if I just put 1-2 hours a day on working on it, I’ll be getting through this in no time (relatively speaking). Making it a must-do schedule, a second job so to speak.

 I wanted to show off some stuff soon, but all I have is R-Type 2 assets (converted for PCE) that I was using a long time ago to demo out a game engine. I don’t think it would be appropriate to demo the existing engine with those. I’ll see if I can make something up one of these days to use in place of (though it won’t look as cool as the assets I have now, shame).

Anyway, the script engine is coming along nicely. Right now it calls specific tasks (immediate task) and such for certain parts of the stage, but I started working out the logic for function list calling. Functions that run or serve as a background process over multiple frames. Basically a dynamic function pointer array (an array with function pointers, and the list is dynamically increased or decreased. Although the higher level array is just index numbers by themselves, in which they point to specific function pointers. Just faster to dynamically move around/sort bytes instead of words). There’s probably a name for it in higher levels languages (and I’ve done it manually in C), but I don’t know what it’s called. So, these functions would serve a purpose that an immediate request could not handle, as well as assigning multiple function requests that run as background processes in parallel of each other. I.e. game logic stuffs.

New game production

Posted in WIP Game 2012 on January 30, 2012 by pcedev

I’ve teamed up with an old friend (here in town) and started production on a new game. The primary and first platform release (and possibly only, we’ll see how it goes) will be for PCE. Though I won’t go into specific game details about it, I will post some videos of game engine development here from time to time (no ISO/ROM downloads though). The target platform is SuperCD. There will be an option for SGX ‘upgrade’ version (selectable via options) to give owners of the SGX+SCD something extra. Nothing big or extravagant in difference, mind you.

Anyway, I’ve been involved with quite a number of productions with my friend over the years, just not game related. Some have sold for profit and some just for enjoyment and resource listing. I’ll be handling all of the coding side. I don’t *think* we need another coder and to be honest I don’t really know anyone in RL that codes. If this production turns out the way we intend, we would like to bring it to other platforms (not other retro consoles though). That might require someone else to help out with coding if that comes to fruition.

Besides coding, I’ll also be handling the game design along with my friend. Neither of us are pixel artists or musicians, though. So once we’ve completed the main level handler and game logic, we’ll be looking for people to fill those roles. Though we do want to keep the people involved to a bare minimum. Not that I don’t like people helping out, but we want this to be a fairly short development production cycle. And the less people you have to rely on, the easier it is to meet that schedule. We planned to have the game on a pressed CD with a full color manual and such. We also don’t have any plans to do a preorder system for this game.

Not sure what other details need to be said, here. This will be my focus over the next number of months, so I won’t be working on anything else PCE related that I can foresee. I’m not gonna post info/updates/etc on any forums until we’re well past the initial coding stage, and a good way into design/tweaking stage of development. Though you can follow small updates here about its development progress.

As an aside; I’ve spent good number of years coding on the PCE. Some of it public (if you can call it that), a good chunk of it private (among a few fellow pce coders), and some of it never shown or discussed. I started this PCE coding trek back in late 2005 IIRC and it was fun ride learning all the secrets of the machine. But I’m coming to an end here with coding on the PCE system and what better way to put all those years of learning and experience to good use, than to make a full fledged game. Go out with a bang, as they say. And after this, there’s a good chance that I’m might not do any more PCE related stuff. Time to move on and all that sort of nonsense.

Hopefully this will be an exciting year. Mysterious Song should be right around the corner (which I’m rather exciting about playing), as well as other development stuff from Frozen Utopia (Nodt is on a roll. Pics of his current projects look great). Aetherbyte looks like it’s gearing up for production for its games as well (and hopefully hucard productions too). I’m sure retro gaming fans will see quite a few games released for the PCE this year. Hopefully TailChao (of Zaku fame) will be releasing something on the PCE as well. Maybe this’ll be the year of the PCE 🙂