ReAction
Game development

The "Game"

 

So whats "in the making"? Currently we are working on our Game Engine - ReAction (OPENGL - INSERT AMAZINGLY LONG COMPLEX WORD THAT YOU CAN'T UNDERSTAND HERE). You can find detailed information about our progress on this page. You will also see the same info on the frontpage. At the moment we have no clue what the final product is going to be, we just "go with the flow". I would also like to point out that we are have no experience in game development, and our goal is to have fun, do what we love and see if we can make something fun!

A word of advice: Don't freak out just because you see low quality graphics! :o) We are no expert artists by far!

Got any suggestion? Want to contribute? Head on over to our Contact form and get in touch!

PS: We do not expect to make any profit out of this, so the only thing we can offer to those who want to help/contribute, is honor and glory!


Update log 06.11.2013

  • Performed a complete rewrite of the Tile object by using sprite indices instead of subclassing a Tile superclass
  • Preparing code to support levels designed with the popular Tiled editor
  • First AI test code completed for a simple Finite State Machine (FSM) object hierarchy outputting pure console text
  • Starting research of several different forms of AI development techniques

Update log 28.10.2013

    GameEngine Update:
  • Text rendering using texture-based font
  • Full screen mode and FPS display
  • Mapping of projectile types to the number keys 1-3. Each projectile has its own stats (firerate, dps, range) and associated texture
  • Ingame Mapsize increased from 60x60 to 100x100 Pixels.

  • Spritesheet / Graphic update:
  • Upped the tile pixles from 32x32 to 64x64, with a player_Sprite of 128x128 pixels.
  • Changed PlayerSprite (128x128 pixels).
  • Added acouple of new textures (bricks).
  • Added Font (This is to be changed later on).
  • New bullet and particle sprite.
  • Added two new "bullets".
  • Added a "actionbar". No reason. Just for testing.
  • Cleaned up the spritesheet abit.

Update log 22.10.2013

  • Shader object now handles multiple vertex and fragment shader programs
  • New vertex and fragment shader for handling color input attribute
  • Sprite batcher updated with color attribute and shader program selection
  • Sprite rendering with alpha parameter
  • Alpha support tested for particle rendering - value is based on percentage of remaining lifetime
  • Planning for local rotation of sprites to enable free direction movement of player and mobs

Update log 21.10.2013

Early look at the game

Update log 19.10.2013

  • Basic Movement up
  • Collission detection
  • Vertex and Fragment Shader up and running
  • Something amazingly |insert hard word to pronounce here|
  • Particles up and running
  • Simple AI movement
  • Small adjustment to the spritesheet

Update log 17.10.2013

  • Sprites upped from 16x16 -> 32x32 pixels
  • Added more sprites into the sheet


Update 14.10.2013

  • Decided on a Name: Force of Cilgar
  • Increased window resolution from 640x480 -> 1024x768
  • Memory Adjustment for increased FPS. Currently hovering around 1500FPS on a "crap" computer, with peak at 3000