Ironseed Rewrite

Plans for world dominance.

Ironseed Rewrite

Postby ravenger7 » Sat Mar 13, 2010 7:09 pm

So I'm currently rewriting Ironseed using a newer engine. I'm doing this for a number of reasons:

* test my new engine
* I don't have any new art resources for the new Ironseed sequel
* having a fully functional game makes it easier to test new combat, creation, and other systems

Current Status:

* Data converted to PNG, MNG, XML - done
* Data loading (managers) - done
* Planet Generation Prototypes - done
* Planet Generator Utility
* Planet Manager
* Intro Sequence - working on it, need some sort of scripting I think
* Main Menu - almost done, needs particle/star effect
* New Game (Charcter Creation) - done
* Ship Instance Data - almost done
* Debug Menus / Editors - debug menus done
* Options
* Save Screen
* Load Screen
* Main Game Screen
* Crew Comm Screen
* Log Entry Screen
* Creation Screen
* Psy Eval Screen
* Combat Screen
* Probe Screen
* Trade Screen
* Comm Screen
* Crew Status Screen
* Cargo Screen
* Sector Map Screen
* Ending Sequence
* Game Displays


Ironseed Specific Code : 8010 lines of code
Engine: 119960 lines of code
Last edited by ravenger7 on Mon Mar 15, 2010 8:25 am, edited 1 time in total.
ravenger7
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Re: Ironseed Rewrite

Postby shaddam » Mon Mar 15, 2010 5:51 am

ravenger7 wrote:So I'm currently rewriting Ironseed using a newer engine. I'm doing this for a number of reasons:

* test my new engine
* I don't have any new art resources for the new Ironseed sequel
* having a fully functional game makes it easier to test new combat, creation, and other systems

Current Status:

* Data converted to PNG, MNG, XML - done
* Data loading (managers) - done
* Planet Generation Prototypes - done
* Planet Generator Utility
* Planet Manager
* Intro Sequence - working on it
* Main Menu - almost done
* New Game (Charcter Creation) - working on it
* Ship Instance Data
* Debug Menus / Editors
* Options
* Save Screen
* Load Screen
* Main Game Screen
* Crew Comm Screen
* Log Entry Screen
* Creation Screen
* Psy Eval Screen
* Combat Screen
* Probe Screen
* Trade Screen
* Comm Screen
* Crew Status Screen
* Cargo Screen
* Sector Map Screen
* Ending Sequence
* Game Displays


Ironseed Specific Code : 6140 lines of code
Engine: 119960 lines of code


wow! Great news! IS1 in a new shiny look (higher res, interpolation, your planet generation...) and packaged in a modern engine! native available for other platforms then DOS ! no hassling around with dosbox anymore! :)
(beside: the logic of IS1 was pressed into 6140 lines of code ONLY??? i'm surprised)
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Postby ravenger7 » Mon Mar 15, 2010 8:23 am

No, that's only how far I am. I'm finding that the number of lines isn't going to change much. Probably because there's like actual comment in the code and blank lines and stuff.

I'm up to 8000 lines btw. =)

Here's a work in progress:

http://www.myotherdrive.com/dyn/file/24 ... d-Test.zip


It's just a pure rewrite with some extra stuff. So it's a tech demo, not new version. There are going to be some dated stuff in there because I'm using all the original art, logic, and graphics.
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Location: Illinois

Postby shaddam » Mon Mar 15, 2010 11:01 am

ravenger7 wrote:No, that's only how far I am. I'm finding that the number of lines isn't going to change much. Probably because there's like actual comment in the code and blank lines and stuff.

I'm up to 8000 lines btw. =)

Here's a work in progress:

http://www.myotherdrive.com/dyn/file/24 ... d-Test.zip


It's just a pure rewrite with some extra stuff. So it's a tech demo, not new version. There are going to be some dated stuff in there because I'm using all the original art, logic, and graphics.


thank you for insight in your progress! :)

works fine here, and i like the retro ascii loading screen! ;)
approx. 64 frames with std-deviation(?) 0.6, frames dualcore amd 64
crew and ship selection is working!
and an very fast credits-intro combo... :)
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Postby ravenger7 » Mon Mar 15, 2010 11:12 am

Yeah, there are two frame rate numbers.

One is for the main timer. This tells me how fast the system is really running.

One is for the current viewport frame rate. This may vary if I have focus throttling turned on. If the viewport does not have focus, it will slow down.

I have to have two to figure out sometimes if it's artificially running slow or just running slow. =)

It's frames per second (FPS) and time per frame (ms). There's a crapton of metrics if you're curious by going into the debug menus.

Yeah the credits are long because of all the BSD/MIT licenses for third party software I'm using. I need to get rid of the DLL's I'm using and switch to static linked. It's just a pain to make them for Qt.

I stopped working on the Intro Sequence because I realized I'm going to need some sort of scripting to do it properly. Stupid modern computers with their multi-threading.
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