Email: colmmcsky@hotmail.com
News - Overview - Download - Specification - Schedule - Source

Schedule:

Stage I: Basic Landscape - COMPLETE (after 29 hours)
-2 bitmaps are read in and translated into a textured heightmap
-camera can fly around in it.
-fullscreen, infinite camera rotation

+ =


Stage II: Full Landscape - COMPLETE (after 7 hours)
-the 4 tile wraparound system (infinitely tessellating world)
-day and night skies
-fog and clipping so there's no jarring popup


Stage III: Basic entities/physics - COMPLETE (after 9 hours)
-A particle based physics system tracks sprites across the landscape, keeping them a specific distance above the ground, and keeping them in the right quadrant.
-entity behaviors: linear, rolling(following ground), brain-controlled (brains done in stage VI)
-transparency
-entity list file
-floating camera


Stage IV: Full Entities - COMPLETE (after 12 hours)
-A variety of sprites are put in the game.
-Collisions are detected.
-sound can be emitted by particles


Stage V: Hud - COMPLETE (after 16 hours)
-Minimap shows the surrounding terrain
-Player health,mana,gold is tracked and displayed on screen
-Arbitrary message can be displayed at the bottom
-Any character can be used as a crosshair
-Available spells listed
-FPS tracking


Stage V and 1/2 (Inserted): Geometry-By-Reference (9 hours, mostly wasted)
-Minimap shows entities on it
-Terrain geometry is morphable via heightmap pngs - ABORTED
-Terrain texture is morphable via pngs/jpgs - ABORTED

Stage VI: Basic Monsters - COMPLETE (after 15 hours)
-Kamakazi Crane
-Jumping Spider
-Fireball throwing FireStalk
-Monsters attack player


Stage VII: Full Monsters - COMPLETE (after 8 hours)
-sprites can be arbitrarily tinted
-sprites can be mirrored to conserve memory
-monsters belong to a team
-monsters attack other teams


Stage VIII: Spells - COMPLETE (after 8 hours)
-^: Castle upgrade (dud at this stage)
-*: Claim mine (dud at this stage)
-M: Summon Spider
-o: Firebolt
-": Speed
-0: Fireball
-I: Summon Firestalk
-~: Firewave
-@: Meteor
-sprites can be transparent
-smoke
-Damageable/Poseable refactoring
-mouse input fix


Stage IX : Castles - COMPLETE (after 16 hours)
-buildings
-castles
-upgrading/downgrading/repairing
-homing castle spell



Stage X: Economy - COMPLETE (after 7 hours)
-balloons
-gold mines
-trees
-complete gameplay
-somewhat balanced
-a playable map


Stage XI: Pre-Multiplayer - COMPLETE (after 10 hours)
-Pregame menu system for choosing world and multi/single
-multithreaded physics
-better smoke
-smarter spiders
-profiling
-performance optimizations
-code cleanup
-screenshots (press p)


Stage XII: Multiplayer - abandoned (after 7 hours)
-dummy particles
-A dedicated server is created without rendering and with the ability to send dummy particle information to clients
-a client is created which renders dummy particles and sends spell cast requests to the server.
-gameplay balancing

Stage XIII: Playtesting, mapping - COMPLETE (after 5 hours)
-manual
-gameplay balancing (removed fireball, changed speed to mouse2)
-decent maps
-victory recognition
-kill counts
-1.0 release


Stage XIV: Wizard AI - COMPLETE (after 9 hours)
-randomized maps
-is a computer-controlled player
-fights intelligently
-pursues and guards gold mines
-1.1 release

Disclaimer: I am in no way responsible for any damage of any sort, at any time, for any reason. Ever. Use the stuff on this page at your own risk.

This page and all of the files it links to are copyright 2002-2003 Mike Prosser