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![]() Development Log:
![]() (Earliest to latest entries)
![]() see also: screenshots
![]() March: Experimented with drawing triangles in DirectX8. Tried coloring vertices different colors to create a color blend effect. Experimented with rotation to rotate rectangles.
![]() Wrote rectangle class to create large rectangle with rectangle command. Created floor and began to experiment with camera movement.
![]() Wrote rotation code so player could move left or right
![]() Wrote foreward/backward/up/down code for other degrees of freedom.
![]() Coded blue sky
![]() Successfully texture mapped floor
![]() Added cage with keyed transparent textures.
![]() Added audience and textured.
![]() Replaced floor texture
![]() Made cage smaller, adding a little floor between cage and audience
![]() Added 2D mech sprite, does not rotate to face player.
![]() Added door sprite
![]() Added main menu with mech renders and instructions
![]() Added rotation code to rotate mech to face player
![]() Added Directdraw cockpit graphic, but it caused incorrect rendering.
![]() April: Removed directdraw cockpit graphic and began work on 3D2D 'rotation' of the mech based on angle relations
![]() Completed angle rotation code. Reads from HD when updating mech picture, frame rate: 4fps
![]() Revised method of updating mech, uses multiple rectangles and does not have to reference HD. Frame rate: 40fps
![]() Added cockpit sprite and experimented with following player and static appearance.
![]() Completed and scaled cockpit correctly.
![]() Added gun flash animation.
![]() Added sky
![]() Added lightning effect
![]() Added horizons
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