Big updates in the works: my own engine, and an expansion to be made within it.
due to issues of repeated instances of corruption occurring when trying to update the game, I am redoing it in a new engine I'm coding from scratch in C++ with OpenGL full 3D graphics, for free, as an expansion/chapter
Full notes
Full CulixCupric's Temeritus: Dark Scion update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes2 additions3 changes0 removals
Gameplay
UI and audio
addeddue to issues of repeated instances of corruption occurring when trying to update the game, I am redoing it in a new engine I'm coding from scratch in C++ with OpenGL full 3D graphics, for free, as an expansion/chapter II.
addedChapter I (Dark Scion) will remain playable as a prequel to Chapter II, and when Chapter II is playable, it will be added as an update to its own subfolder in the Temeritus directory.
changedDark Scion was made with game maker studio 2, with that engine's GML which is a very C-like language with its syntax, structs, and scopes, so I've found much of everything easy to adapt.
changedWork on the engine began around December 2023, and most the work has been going into: solving issues that I encountered in the first chapter either due to limitations or lack of experience, building the core of the engine (a .dll), the renderer, collisions, setting up the creature/animation editor, the world editor, switching world cells, terrain, water, game objects (game content and instance handling), lights (glsl shaders, skybox, point lights, sun light, ambient, fog), building a lot of underlying game systems and adapting concepts from chapter 1 to 2, getting wav format audio working (mp3/music i haven't gotten working yet, am also considering ogg sounds for compression), the framework and functionality for easy to/from disc serialization, and the shaders for lighting and skinned meshes, and solving all the bugs that I had with those.
changedWhat I'm working on next: implementing more world editor serialization, building out the game.exe game loop, building campaign saving/loading, working on implementing game controls (they exist for the world editor camera, but specific controls for the player in game aren't yet done), models for static world objects, items, containers, doors, and the like, character model objs (humanoids have a main body mesh, head, hands, and then ears, hair, and eyes, and sometimes tails, and others, i have some basic planning done and a retopologized template head, but will be doing many more to try for better results and create variety), tying the game systems already build together into the game loop and creating prototype gameplay to test and work on, tldr: a minimum viable product to expand and improve upon.
CulixCupric's Temeritus: Dark Scion changes
addeddue to issues of repeated instances of corruption occurring when trying to update the game, I am redoing it in a new engine I'm coding from scratch in C++ with OpenGL full 3D graphics, for free, as an expansion/chapter II.
addedChapter I (Dark Scion) will remain playable as a prequel to Chapter II, and when Chapter II is playable, it will be added as an update to its own subfolder in the Temeritus directory.
changedDark Scion was made with game maker studio 2, with that engine's GML which is a very C-like language with its syntax, structs, and scopes, so I've found much of everything easy to adapt.
changedWork on the engine began around December 2023, and most the work has been going into: solving issues that I encountered in the first chapter either due to limitations or lack of experience, building the core of the engine (a .dll), the renderer, collisions, setting up the creature/animation editor, the world editor, switching world cells, terrain, water, game objects (game content and instance handling), lights (glsl shaders, skybox, point lights, sun light, ambient, fog), building a lot of underlying game systems and adapting concepts from chapter 1 to 2, getting wav format audio working (mp3/music i haven't gotten working yet, am also considering ogg sounds for compression), the framework and functionality for easy to/from disc serialization, and the shaders for lighting and skinned meshes, and solving all the bugs that I had with those.
changedWhat I'm working on next: implementing more world editor serialization, building out the game.exe game loop, building campaign saving/loading, working on implementing game controls (they exist for the world editor camera, but specific controls for the player in game aren't yet done), models for static world objects, items, containers, doors, and the like, character model objs (humanoids have a main body mesh, head, hands, and then ears, hair, and eyes, and sometimes tails, and others, i have some basic planning done and a retopologized template head, but will be doing many more to try for better results and create variety), tying the game systems already build together into the game loop and creating prototype gameplay to test and work on, tldr: a minimum viable product to expand and improve upon.
due to issues of repeated instances of corruption occurring when trying to update the game, I am redoing it in a new engine I'm coding from scratch in C++ with OpenGL full 3D graphics, for free, as an expansion/chapter II.
I've provided some screenshots showing some previews of the visible progress so far.
Chapter I (Dark Scion) will remain playable as a prequel to Chapter II, and when Chapter II is playable, it will be added as an update to its own subfolder in the Temeritus directory.
Dark Scion was made with game maker studio 2, with that engine's GML which is a very C-like language with its syntax, structs, and scopes, so I've found much of everything easy to adapt.
Work on the engine began around December 2023, and most the work has been going into: solving issues that I encountered in the first chapter either due to limitations or lack of experience, building the core of the engine (a .dll), the renderer, collisions, setting up the creature/animation editor, the world editor, switching world cells, terrain, water, game objects (game content and instance handling), lights (glsl shaders, skybox, point lights, sun light, ambient, fog), building a lot of underlying game systems and adapting concepts from chapter 1 to 2, getting wav format audio working (mp3/music i haven't gotten working yet, am also considering ogg sounds for compression), the framework and functionality for easy to/from disc serialization, and the shaders for lighting and skinned meshes, and solving all the bugs that I had with those.
So, it's fully 3d, in a retro stylized PSX like graphics, and uses .obj blender meshes currently, with the shaders being editable in notepad, and I'm building out more tools, to make it easier for me to work on the expansion, as well as to have modding tools for the engine/game.
It's also going to have a lot more character customization, a better action/skill system, more RPG elements, better thinking actors/NPCs, exploration, and everything I was trying to implement into chapter I until the asset corruption kept stonewalling me.
What I'm working on next: implementing more world editor serialization, building out the game.exe game loop, building campaign saving/loading, working on implementing game controls (they exist for the world editor camera, but specific controls for the player in game aren't yet done), models for static world objects, items, containers, doors, and the like, character model objs (humanoids have a main body mesh, head, hands, and then ears, hair, and eyes, and sometimes tails, and others, i have some basic planning done and a retopologized template head, but will be doing many more to try for better results and create variety), tying the game systems already build together into the game loop and creating prototype gameplay to test and work on, tldr: a minimum viable product to expand and improve upon.
Feel free to ask any questions you have about it, or make suggestions/requests/recommendations for features/changes.