Ignite – mining and building

Now player character can mine stone walls, collect resources and build shelter from mined blocks:

Ignite – Cellular automata level generator


Read the rest of this entry »

Ignite – Character Animation

Added basic 3-step character animation to Ignite. You can watch walking skeleton preview:

And almost in a minute after posting this video, i’ve changed size of character sprites to 48*48 px (from 32*32 px as they appear in video):

Ignite XNA – Character movement

Ignite XNA – Lighting sources

I’ve implemented lighting source to Ignite. Also grid size of a tile was decreased to 12 px (from 48 px). Monster size will wary from 12 px to 48 px. And there is still 2 tile types – stone and grass:

 

Advanced color blending:

Ignite XNA – 2

Recent changes:

  • image and visual + logical components listing
  • background, image and button components implemented
  • software and hardware cursor implemented
  • new graphic to main menu
  • graphics for socket items are done
  • size of inventory items are increased

Ignite XNA – 1

I have started XNA version of Ignite a hour ago. What have been done:

  • video mode initialized
  • keyboard events
  • frame rate calculator (found sources in Internet for older version of XNA and made so that they work with XNA 4.0); to use it you will need sources and any SpriteFont
  • 2d images runtime loading:

C#
1
2
Texture2D texture;
texture = Texture2D.FromStream(GraphicsDevice, File.OpenRead(filename));

Tomorrow i plan to make menu, some internal routines (like texture loading and searching) and continue my research at dynamic 2d lighting.

Ignite 0.041 plans

Main change in 0.041 build will be refactoring of graphical code to utilize modern graphic adapters (95% that i will use DirectX through XNA, so no Linux support. sorry). I plan to release new version in the middle of february.

Planed changes:

  • new graphic engine, move from GDI+ to DirectX
  • interface with full mouse support
  • ragdoll inventory with items drag and drop
  • persistent world with no separation to world map and dungeons (maybe added later in 0.042)
  • bigger effects and objects (in older versions of Ignite max size of objects may be 48*48 pixels)
Thanks to Paul Stanley for his support!

Ignite future

I’m really displeased with Ignite perfomance on 24+bit color per chanel modes. And since it is most used mode right now i’m forced to fix that issue somehow. And only way to do it – is to rewrite graphical engine to utilize all power of moder graphical adapters.

Tricky thing is that a very big part of code must be refactored and i don`t think that i can do it without any help from the side. I speaking of emotional support. I definitely will write a new engine (with a lot of things in mind that i had learned while developing an Ignite) that will use hardware a lot better, but there is a lot chances that there will not an Ignite or even a roguelike game. I don`t see a point in game development if i will be the first and last player of this game. *sadness*

Ignite – perfomance on True Color

Sadly, but i found that Ignite have really bad perfomance at True Color monitor settings :( and as developer i can`t really do something about it (beside of rewriting all graphical code for DirectX or OpenGL rendered). If you want to increase your perfomance – change your color setting to High Color (16 bpp).

This sad fact and a lack of positive replies likely will force me to rewrite engine, so it will support graphical acceleration, but it can lead to the fact that it will be a totally different game. I must admit that the decision to use a GDI+ was erroneous.