2013/05/08

miniDooM: There Be Tiles!

Most of the progress I've been making lately is still "under the hood", and hard to demonstrate in a screenshot, but at least a few things can be showcased:


So, new stuff what can be seen here?

  • Tile Map: A prototype of the Tile Map system. Underneath, the map is defined as a binary empty/full grid, and the system automatically assigns the tiles based on the nearby neighbors.
  • Layering: The animated white noise background is drawn under the map, and seen through the empty spaces. That will eventually become a background.
  • Directional Sprite: Hardly noticeable, but the Doomie helmet is facing south-west, and will turn to face the movement direction.
What can not be seen?
  • Frame-Independent Movement: Movement of the Doomie helmet does not depend on draw speed, which does not seem like a big deal, but it is the foundation of a computer-speed independent implementation of the engine, something anyone who plays old games in new hardware knows is vital.
  • Encapsulation: This is what I've been focusing on, moving each element (game logic, graphics rendering, user input) into its proper package, and making them interact with each other.
    The final result is shaping into a plug-and-play architecture where I can swap modules around as needed.
    That is actually my main goal here, to have the ability to add different modules with different gameplay logic, or rendering algorithms, and thus be able to quickly compose different games.

So there, an actual update. I'm still thinking about how to rename the whole project. I'm also spending a lot of time with normal-based lighting I might never use, but I'm learning lots!

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