OOK, Once I Owned a Kestrel, is now being revamped. Previously, it was to be released solely on iPhone and iPad. Now, iPhone, iPad, and other mobile devices are dropped and it will be primarily a desktop project. Welcome to the new OOK. Enjoy.
OOK Is an EV clone for the iPhone. EV stands for Escape Velocity and is a series of games distributed by Ambrosia SW. Unlike the EV series, OOK will be fully 3D. Its universe will have a different environment, too. The universe of EV focuses on jumping from solar system to solar system. Contrary to EV, OOK will focus on intra-system interactions. Traveling through the system will take time, and jumping between systems requires the use of a jump gate called an SAR (Subspace Accelerator Ring). Join me in my journey through space and follow the creation of this game. Join the forum, contribute, and possibly earn yourself a place in the credits and a free copy of the game. Again, this is an iPhone game.
In this update, a lot of small enhancements and a couple bigger ones... Here are a few of them:
Let's start with text rendering. For my GUI, I am using "Gwen". I've mentioned that before, I believe. I found an interesting flaw in Gwen that inhibited my ability to correctly render multiline text. I added the necessary parameters and now text renders in the correct spot, at the correct size, with the correct line height. In addition to this, I have expanded upon the basic font management so that it better manages all of the different faces and sizes, generating them on demand.
Planets. I have solidified the planet resources and created the necessary spawning code. Planets can now be spawned by resource name. Resources allow numerous things to be specified, including diameter, rotational speed, model, texture, display name, description (when you land), and more. I separated model and texture here so that it would be easy to reuse planet models between different sizes and textures.
GUI. I 3d modeled and rendered a GUI for when one lands at a planet. It's not complete, but it's not bad either. I definitely want to make some modifications, though. Good enough for now. I sketched the rest of the GUI and it will take shape when the time comes.
Galaxy generator. This is the big guy. I started by thoroughly defining the parameters of the galaxy. I did this on paper, in words. I needed the galaxy to be unique enough every time a player started a new game that it gave replay value to the exploration aspect of the game... But I also needed the galaxy to work with the preset story lines. To accomplish this, I let the resources define all of the possible types of planets that could be spawned, and based on their prefix used them in certain contexts. If a planet resource is prefixed to be used as a filler planet, the generator will use it as part of generating the whole galaxy. After stars, planets, black holes, asteroids, etc are generated, the generator takes a pass at inhabited systems. The parameters I defined state that the solar system is fixed and it is the starting point of the human civilization and the heart of their inhabited systems. From there, it works its way outwards, randomly assigning human system resources to systems and planets until the resource pool is exhausted. It then fills out the rest of the inhabited systems based on their relation to the human systems, as defined in the civilization resources. A few parameters allow one to control how the systems are spawned. I am going into more detail still. I am trying to paint as many layers as I logically can onto the galaxy to give it a unique and realistic feel. Exploration is going to be a key aspect of the game, after all, so I want to give it a lot of value.
Next update I will have videos and screenshots. I need to refine a few things first.
In this update, I have added MSAA (Multisample Anti-aliasing), Targeting, and Timers...
I spent a day working on the HUD (again). I went through a few iterations. Eventually per popular vote I am keeping it simple, for now... After working...
Updates to the engine: Refactoring, restructuring, reorganizing. Particles. First steps toward a cross-platform build.
Since the last update I have done a number of things. First off, the physics is 100% working, entities are more well defined, and basic controls are functioning...
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Version 1.1 of Universal Layout, compatible with OOK v0.01 (Physics Demo) and OS X 10.5+
This is the first pre-release of OOK - Version 0.01 (OS X 10.5+)
Universal Layout is OOK's mapping tool. It allows one to create, destroy, and move, systems, planets, and more.
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You say there are physics... and I see you modeling... Will this be 3D?
I feel dumb now... This was struck out in the top BTW!
Please make this for Windows! I wanna at least try it ._.
No worries, it will be for Mac, Win, and Lin! I'm still working out how to compile with GNUstep on those platforms, but eventually I'll get it. ;)
Thanks for the confirmation!
I look forward to playing this! :D
OOK was delayed due to my finishing an important work project as well as debugging some odd memory leaks. Everything is back on track, and OOK no-longer tries to steal all of my computer's RAM. Update shortly.
I have 2 feelings, 1.) DAMN, and 2.) yay, it won't BSoD me while playing!
OK, this game is OOK
Coming up - I'm currently coding the resource manager which will let me keep track of the physics world and all objects as well as retrieve all/certain objects for use in the radar and more. The resource manager will be the hub of everything (the Model in MVC, i believe) and hopefully the only global variable in the main C file. Most of the code will be Objective-C, but the main file will be C. This should let me make sure that the resource manager is accessible from anywhere in the program.