Its really slow. I have little spare time and coding the 3D-Renderer consumes a lot of time. To have something to show, the next step will be to code a 'walktrough' for the first level.
In the first stage, there'll be 'built in' geometry, which uses textures with fixed names, thus allowing to have different texturing for different levels. I work on simple textfiles holding the descripitons for the different levels. I add docs as soon as it is clear how this is solves best.... read more
After a few years I decided to drop the approach of 'Real-3D' and to return to a mode with animated steps from tile to tile. In the end it's a 2D-Maze-Game displayed with a simple 3D-View, rendered with OpenGL.
I'm working parallel on the game core as well on the 3D-Rendering engine. This makes the progress a little bit slow, but should result in code which is much easier to maintain then the old approach. It allows to test the game code in '2D-Mode' and then to attach the 3D-Presentation as needed.... read more
As a first step, the Viewer/Editor will be rewritten from scratch, using the most actual version of the SDLGL-Library. It is planned, that it will support scripts from EOB1 and EOB2 as well as both types of "MONSTER"-structs. About the 'Event-Trigger'-Flags i'm not shure yet.
I'm developing this parallel with my other projects like FSC, so development will be slow, but steady. One project will benefit from another by using the SDLGL-Library and the script language written for JAD.
The SDLGL-Part of the code has moved to it's own project 'sdlgl' on SF net. I'm don't plan to work furher on this porject. My main project is 'Free Space Colonization', a Turn based 4X-Strategy game.
Here is the map-grid code extended for sensing of mouse input. Lacks of support for the adjacent tiles. This will be added in another package.
The new example is source code and display for handling key and mouse input for a 2D-map grid.
It is designed in a way that it can be used for nearyl any kind of 2D-map
The new example shows how turn based input can be achieved using the SDLGL - Game loop. Additional anymation can easy be implemented.
I added one of a few planned examples how to use the SDLGL-Functions.
I switched back to use the original EOB-MAZ format instead of the own created "JMZ". Thus, I can use the original levels as a game base.
The work for the 3D-Part is going well. Next plan is to have a hard coded example maze level and all the code to display it in a 3D-Window. Follow ups will be new screenshots and some bases to display 'decorations' and 'items'. If all is going well, I'll have an editor for items and item-types soon.