Tuesday, August 13, 2013

Summer break's almost over.

You haven't heard from me in a while. This is because I have hardly been working on Clockwork Wanderlust over the summer, but work will start again soon.

I've been looking into OpenGL to get more performance and more efficiency. I will post my findings soon.
In the meantime, OpenGL is opening the road towards proper shading of used textures. Tiles will look red in the sunset and blueish during the night. Got to add that to my list of planned features, actually.

I've had the "game" so far tested by a few people, and they were complaining the rotation of the camera leads to eyestrain. Therefore I am going to decrease the resolution from 16x16 to 8x8.

Everything is coming along nicely so far, and hopefully I can soon start on coding the game itself rather than the rendering.

Hope you're all well,
- Gamesaucer.

Monday, June 10, 2013

Quick update on Java port

I'm getting there, and since I already have all the functions I need to draw things (I just need to port them) I don't really expect any trouble.

Sunday, June 9, 2013

Fully fake-3D rendered 3D world.

I'm pretty happy that I can report some more progress:

However, I am running into performance issues that I cannot properly address as long as I am using Game Maker.
The trouble is, I need to do a lot of math in Game Maker, whereas in Java I only need a few lines of code.
So I'll be busy getting the exact same thing to work in Java right now and then I'll be continuing from that.