MMORPG Tycoon 2.0, Development Begins

So I’ve officially started development on MMORPG Tycoon 2.0.  I’m expecting this to be a lengthy development, and I’m expecting to occasionally make diversions into “Game in a Week” or other such offerings.  But for the moment, I’m focusing hard on Tycoon development.   This is the first screenshot of very simple terrain generation and…

Lighting in VectorStorm

I promise;  last post about lighting support! Here we have fully working lighting support.  We have a shiny sphere, and a more matte (though still lit) cube.  The bright white spots represent lights in the scene.. though in this screenshot, they’re not colored the same as the light they’re emitting.  They’re just for debugging that…

The Antepenultimate Lighting Post

I really do like to use $5 vocabulary words, sometimes. Anyhow, this is just a quick note that I’ve got lights into VectorStorm.  There might be a few minor API changes to them from here out, but they’re now basically functional.  Currently supported are ambient, directional, and point light sources.. which should be all I…

On translations

So I took a brief break from lighting code today, and laid the foundations for translation support in VectorStorm.  Basically, game code now requests coded “string keys” from the localisation system, and the localisation system provides the matching translated string from a data file.  I have this all working right now, but am missing a…

Progress on Lighting

Wanted to post a quick update.  Work stuff is extremely busy for the next week, possibly the next two weeks, but I’m still getting little bits and pieces done here and there.  I mentioned earlier that I’m working on putting 3D lighting support into VectorStorm, but it’s taking a little longer than I’d hoped. Here’s…