Devlog 1


I've been hard at work with the game engine and I have successfully implemented basic sound mechanics which features panning and volume attenuation that you are able to summon and stop using S_SOUND_PLAY_INSTANTANEOUS, S_SOUND_PLAY_LOOPED, and S_SOUND_HALT. There is a fixed buffer size of 64, and 3 reserved channels. The reserved channels are for things like music, UI interaction, and anything else I want. When handling looped audio, it is essential to halt them eventually as they will fill up the buffer. To prevent this, I will provide a function that clears the buffer and can be used when a level is started.

I am working on the GUI system which is in a very early state but seems to be able to handle rendering text surfaces for different scenes - which is done by G_GUI_CREATE_TEXT and G_GUI_CREATE_SCENE. Scenes and the Scene List as a whole will have a maximum of 8 objects like G_SCENE, and G_TEXT, as there will only be basic interaction for settings and level loading. When I finally finish the GUI system, it will be capable of displaying images - both tiled and non-tiled - which will let you draw a menu screen, or intermission screen just like in DOOM. Afterwards, I will start working on cleaning up the code for the character and keyboard inputs and put them into their own .c files. This will bring weapons (finally a REAL use for raycasting!), a basic  HUD system, in game settings so that you don't have to manually set settings.ini, and better AI.

The AI system already has a working portal graph system which is useful to tell an AI where its goal is and how to reach it. I use a bitfield to compact the memory usage for this, providing great results. Once I am ready, the AI will have behaviours you can set, and they will follow hints of where to go. AI will cause entity objects to have collision checks with walls in their current sector once controlled. Entities are also now tracked globally rather than in sectors which has helped the tracking of memory and what not.

So, to put it short: I have implemented stereo audio with panning, a work in progress GUI system, and looking to build a weapons framework, hud, in game settings, and better AI.

Files

Scotch Engine V1 C.zip 31 MB
12 days ago

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