svenskmand {l Wrote}:By the way normal maps vs. parallex mapping pros cons? As I understand Ogre3d can do both?
andrewbuck {l Wrote}:I think it is about time to start getting the next release ready to go. Although I don't think sound will make it into this one (as I am still trying to decide what would be the best way to work it into the engine) there have been numerous other improvements to the engine and also to the models. Furthermore, I see the previous release is currently 44 days old, so I think it would be good to get something out to show the rest of the world we are still making progress (judging by the download stats there must either be a lot of lurkers in this forum, or a lot of people downloading the game who do not follow the forum). I think a release about once per month would be a good goal (not exactly every month as time based releases have some problems, but roughly once per month).
andrewbuck {l Wrote}:With these things in mind I think it is about time to prepare a release. The code has already had a lot of bug-fixes since the last release as well as some improvements to the combat AI. I have also got the camera movement reworked and added a function so pressing 't' will bring the camera to your Dungeon Temple. Using this same functionality it would be easy to make "hotkey" places on the map where you move to a place of interest, press something like shift+3 to store that place, and then afterwards pressing 3 will bring your camera to that location. Let me know if this is something you guys think would be good as it would be easy to add before the next release.
andrewbuck {l Wrote}:Last, but not least, is the normal mapping for creatures and tiles. This page has some basic information on how the normal mapping works in OGRE as well as links to more detailed information. It is all done in the materials scripts so no changes to the game engine are necessary, other than the two lines of code they show in the example on that page. I think I can easily work these into the engine (I'm pretty sure I know where they go). Even these lines are apparently unnecessary if the right info is included with the loaded mesh, however I will likely add them in to make development of models easier.
andrewbuck {l Wrote}:If anyone else has any suggestions as to what should be included in the release I would be happy to hear them. At the moment I am probably most interested in getting the kinks worked out of the controls (camera movement, etc). If there are any suggestions regarding how fast the camera should move, etc it would be good to get those worked out so testing the game is more enjoyable. I plan to try to add some acceleration to the camera so it starts moving slowly and then picks up speed as you travel. This makes it easier to position the camera accurately, while still letting you move around the map fairly quickly. Any other suggestions (especially regarding the hotkey idea above) are welcome.
-Buck
sudo add-apt-repository ppa:user/path
sudo apt-get update
sudo apt-get install opendungeons
svenskmand {l Wrote}:Good idea, have you had further thoughts about which sound engine to use? I would recommend OpenAL, as it is used by most game developers, so it is compatible with most gamer-soundcards.
svenskmand {l Wrote}:andrewbuck {l Wrote}:With these things in mind I think it is about time to prepare a release. The code has already had a lot of bug-fixes since the last release as well as some improvements to the combat AI. I have also got the camera movement reworked and added a function so pressing 't' will bring the camera to your Dungeon Temple. Using this same functionality it would be easy to make "hotkey" places on the map where you move to a place of interest, press something like shift+3 to store that place, and then afterwards pressing 3 will bring your camera to that location. Let me know if this is something you guys think would be good as it would be easy to add before the next release.
That is a brilliant idea, we should have that!
svenskmand {l Wrote}:I think we should have a PPA, as this makes it so easy to install the game in Ubuntu, and we would then reach many more people, that way you can install the game with just three terminal commands, namely:
- {l Code}: {l Select All Code}
sudo add-apt-repository ppa:user/path
sudo apt-get update
sudo apt-get install opendungeons
where user is the username of the maintainer of the PPA, and the path is the sub-path of the PPA.
andrewbuck {l Wrote}:Bodsda, great to have you back. I think you would be a good choice for release manager so I have no problem with that. Since no one else has volunteered I don't think anyone else would have any issues with you taking the position. Regarding the PPA, I don't think you need a server yourself; I think you can do that right on Ubuntu's servers which is better since they have better uptime/bandwidth than you would have. Also, do you have a windows box to set up a build environment, if so I can help you get that set up; it's not hard but there are a lot of steps involved that I can walk you through.
-Buck
svenskmand {l Wrote}:Nice to see you again Bodsdathere has been some development of the backstory that you might also want to have a look at, over at the wiki
I say "hired" regarding the release manager
nick something
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