Friday, April 29, 2011

PrePrePrePre Alpha release available

I have adopted a more agile(http://en.wikipedia.org/wiki/Agile_software_development) type of software development system, where a team or individual would work on making a full program by incrementing the quality/functionality of all of its parts instead of building up just one or two parts to finished status.

So I've devised a series of 'builds' that have specific goals in functionality, game-play and visuals that will eventually get WTLD to alpha or beta status after which I will officially release for player testing and feedback. I will be allowing full access to each build after completion through a link to a Mediafire hosted .zip file.

WARNING: This game requires Win XP/Vista/7 and DirectX 9.0c November 2007 for optimal performance. I do NOT guarantee that this game WILL NOT crash or harm your computer, so don't come yelling or crying to me about how I erased your hard drive. These are pre-pre-pre-pre alpha builds so bugs and inconsistencies are expected. Notifications of these issues will help those issues go away however(Please provide steps to recreate the issues).

Enjoy what you can, here is the Mediafire for Version 0.0.1(Initial):http://www.mediafire.com/?afaqitgtf3s2y4d

Monday, April 11, 2011

Changing some stuff up

Seems I've hit a wall with C++/Ogre/Irrlicht/DGDK. I've decided that I can code the demo at least in DarkBASIC Professional, while making whatever mini-plugins I need in C++.

I've also made some progress within the EWS system, in that I've figured out how to do the dynamic text in the texture without using get image(), a VERY slow function in DBPro. In a test program, I can print various letters/words and make a new image every loop and get >1300 frames per second. If I only update every 10 frames, then that statistic jumps up to >1800 frames per second. That is very important, as I want to have at least 1000 frames per second before I start to add frame rate draining visual effects like bloom or whatever to WTLD.

In other news, this memblock-text generating system will be released to the public at http://www.forum.thegamecreators.com in the Code Snippets section, and will be used in my RTS project in order to save my frame rate from the D3D monster.

More WTLD news will be forthcoming this next week, as I finish up this add-on and start work on the bulk of EWS and WTLD.