Game Development Diaries - 001

This is the start of a new series of posts I plan on doing, as an effort to get several posts out a week. For the past few months I've been working on a few projects, one of which is a Xbox 360/PC game and the other which I plan on being a 2D RPG for Windows, Mac and Linux(maybe PSP if you're all lucky, though no promises). So, without further adieu, here is the workload:
Project Tobias: A project I've been working on with another programmer and a composer/writer. This project is a 2D platform shooter, in a similar style to the Megaman series of games, and is aimed to run on the Xbox 360 and Windows platforms. Currently this is in the design and initial coding stage of development.
WynterStorm: My personal joy, WynterStorm is a cross platform 2D game engine currently in development. It will run on Windows(OpenGL, DirectX?) Mac OS X (OpenGL), and possibly Linux (OpenGL). As of right now the core only runs on Windows and Linux due to dependencies on SDL, and my inability to provide an entire compatibility layer for Cocoa or Carbon. As of Mac OS 10.6, Snow Leopard, several problems had arisen in compiling SDL software and as such I am currently contemplating using GLFW as either the backend for the Mac OS X side, or maybe I'll make all ports use GLFW. If anyone would however like to help contribute a Mac OS X compatibility layer to the project(written in Cocoa or Carbon) I would be ecstatic to have that bit of work out of the way. One goal I have with the Mac OS X port is to not require Interface Builder.
The engine does have a purpose; it will be used as my personal workbench for an RPG I've been meaning to create for many years now.
The picture above is the current screenshot after having implemented Vertex Buffer Objects (VBOs) in OpenGL.
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