Quanta

Mess with Gravity!

Wow, I don’t update this enough…

Posted by quantagame on September 11, 2009

A new video, aside from bugfixes the programming is all set, just a matter of art and level design…

http://www.youtube.com/watch?v=eugUB878vws

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More progress…

Posted by quantagame on July 27, 2009

Okay, another update…

It’s coming along nicely, the majority of the mechanics and such are all set, another good week of coding and I should be able to shift focus to art/level design.

I finally got to setting up some blender export scripts (Python is amazing by the way) that let me use blender as the map editor, so level creation/modification is far easier.

Here’s an early shot of what will be the first level (a laboratory). Yes that is a handgun, and no it won’t be used to kill/destroy things, there are a lot of puzzles that can be solved with creative use of a 9mm, especially when gravity manipulation is added to the mix…

lab_level_001

And back to work I go…

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Progress…

Posted by quantagame on July 4, 2009

Haven’t updated this in a while, but progress is definitely being made. After I got my new dev computer set up I decided to recode pretty much the entire ‘skeleton’ of Quanta, since it had become a bit disorganized… (I’m reusing a lot, but I re-did the logic system to be a lot more powerful, it’s got the launcher/main/pause menus, level loading, quality options etc etc, pretty much all of the typical ‘game’ stuff is there now, so it seems much less like a tech demo).

So right now, I just finished up rewriting/adapting the lighting shaders (and added null’s excellent SSAO compositor…), and I’m beginning to put physics back in, I should be onto ‘new’ progress in the next few days (I’ll have video/screens as soon as I have something worth showing).

UPDATE: Okay, physics, the character controller etc etc. are working and ‘new’ progress began as of a couple days ago, I’ve got a long but fairly complete list of the mechanics and stuff I need to set up, and with luck most of the ‘engine’ stuff should be done in a couple weeks (after that it’ll just be asset creation and level design…).

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New Dev Computer!

Posted by quantagame on June 10, 2009

Up to this point I’ve been stuck with a >7 year old Dell computer with 512mb of RDRAM (upgrading that stuff is not cheap, maxing that dell out to 2gb would easily have taken over $1000), a 1.8ghz Pentium 4 (one of the earliest P4 models, pretty much a glorified Pentium 3 that Intel slapped a higher number onto…), and a 7600GS in an AGP4x slot (video card was the most decent part, it originally had a 64mb geforce 2, then a radeon 9600pro before the 7600).

I am finally ordering (via Newegg!) my brand new custom dev rig on Thursday. Here’s the specs:

  • Cooler Master CM-690 Case
  • Gigabyte GA-EP45-UD3R Motherboard
  • EVGA Geforce 9800GTX+ 512mb
  • Intel Q8400 Core 2 Quad (4mb L2 cache)
  • 4gb Corsair 800mhz DDR2 RAM (the mboard supports much faster RAM, but I’m being cheap for now)
  • PC Power and Cooling Silencer 750W PSU
  • Arctic Cooling Freezer Pro 7 CPU heatsink/fan
  • 500gb Western Digital Drive
  • And I’m being cheap and reusing my old keyboard/monitor/mouse/speakers. I’ll deal with those later, I just want a good CPU/GPU and stuff for right now.

I’m still going to be running 32 bit XP (never was sold on Vista, Windows 7 looks pretty good, but I’d rather upgrade to that and 64bit a couple years down the road).

UPDATE: Found a good deal on a Q9550 (with 2.83ghz and a 12mb cache).

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Announced!

Posted by quantagame on May 31, 2009

Okay I’m finally announcing on the Ogre forums, I’ll announce elsewhere when I have a new computer and can post higher quality stuff…

Here are a few screenshots:

Here are direct links to the images for higher resolution:

And the video, a bit dark on some monitors it would seem… but it’s good enough for the moment. I recommend that you turn on high quality.

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…finally

Posted by quantagame on May 8, 2009

After an agnozing week or two of cramming for exams, it’s finally over, I can actually work on Quanta now… I don’t have anything to showcase at the moment, but I can actually get working on some new ideas I’ve been thinking about (namely a different art style and a more finalized gameplay outline).

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Audio Woes…

Posted by quantagame on April 20, 2009

Well, Audiere was nice, simple and straightforward, but apparently there’s some tiny little bug that causes random (though rather infrequent) crashes. After I added collsion sounds and thus had a lot of sound streams opening at once it became more and more common (still not an automatic crash but after throwing objects aroud for a minute or two it’d die…).

So I’m in the process of switching to OpenAL, which wouldn’t be my first choice (having very little OpenGL experience, the code looks like someone threw up on a scanner and OCR-ed it…), but FMOD’s licensing wouldn’t work for the IGF, and I’d like to keep the IGF option open. After a few hours of reading its documentation I think I’ve got it down (the code is ugly but it’s easy to write…), and I managed to get ALUT going for loading .wavs and such, and I have an .ogg loader that seems to work alright (debugging that was not fun… I actually found and fixed a minor bug in Vorbis…).

So now on to the writing of the actual audio wrapper thing for Quanta (which should actually be fun, since I’ve written about 4 similar systems in the past, so debugging shouldn’t be quite so bad…).

 

And in other news, a render of a generator I made a couple days back:

Highpoly Version of a generator for Quanta.

Highpoly Version of a generator for Quanta.

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Victory!

Posted by quantagame on April 11, 2009

For months now I’ve been wrestling with my Character Controller (CCT) implementation. In order for some of Quanta’s more unique gravity effects to work I had to custom build the whole rig, and it’s been through numerous iterations. After a solid 3 days of debugging the current iteration I think I’ve at last solved the worst of the issues and I can finally move on. Progress on Quanta as a whole should be faster now.

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Introduction!

Posted by quantagame on April 3, 2009

Okay, the first post…

Quanta has been in development for a number of months now and I’ll be updating this blog periodically with updates on my progress (and pretty screenshots of course..). See the ‘about’ page for some general info.

And a screenshot to start things off:

quanta_e0001

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