15 September 2009

Version 0.0.1 through 0.0.3

Version 0.0.3

This version generates a world map from a chipset. Unfortunately, it's hard-coded into the program right now, but it does generate the map that I want.
I created a new project to build this with, and I will later integrate it into the main program. I decided a resolution of 800 x 500 would be good, but those are really just arbitrary numbers. This has a resolution of 512 x 480, which is 16 x 14 of 32-pixel squares. I'll admit that it looks pretty ugly; I'm not really a graphic designer, so I basically cannibalized an old chipset from RPG Maker 2000. However, the test map looks essentially like the map I'm trying to copy, Bean Island from (Super) Famicom Wars, so I'm not that upset.

Screens:

The map my game generated:


The map from Super Famicom Wars:


TO DO:
-Integrate map display into main program [high priority]
-Develop a cursor that follows mouse (or key instructions) [standard priority]
-Develop camera system to follow mouse or cursor [low priority]
-Establish terrain association [low priority]

Version 0.0.2

This version adds sound. The main theme begins playing upon starting the application. Upon a left click, a sword sound effect plays, and the music switches to the "Player 1" planning theme. This will be later worked into a transition when clicking will begin the game (eventually, it will display a menu, but that's not really necessary right now).

This version adds the Ogg and Vorbis libraries; I need to get these working (or an acceptable substitute) for Windows builds.

TO DO:
-Compile or find Ogg and Vorbis libraries or the SMPEG library to enable music playback on Windows [low priority]

Screen:


TO DO:
-Fix the static noise when the music loops to beginning. [low priority]

Version 0.0.1:

This version displays a generic title card (red gradient), and displays the title, copyright info, and version number.

This version is compiled with the SDL, SDL_ttf, and SDL_img libraries.

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