Filed under: SCR ProjectSCR game development XNA programming 3d games free Shopping cart revenge FuzzYspo0N

ProjectSCR : Prototype 2 in the making!

Yes! Im not dead, neither is SCR. I have decided to go for a more accessible, more fun engine for the first release of SCR and get it kicking ass up front... So i am using XNA. No flaming or whining, it doesnt affect me. I am enjoying XNA development and im rapidly getting good good results for graphics, as well as performance. ANYWAY, the bloom shader is of course, set to overkill. The trolley was modelled originally by Reverthex (http://reverthex.deviantart.com) and i remodelled ALL of it from scratch using his shapes as a layout. I did this because i am getting back into game 3d art, and was purposed at making it from scratch, with reference, unwrapping and texturing it by myself. For practice and for interest reasons :) Thanks tons Rev the other trolley is still around and you will most definately get credit for the win one you started me on. The trolley is relatively high poly (as its going to need it for later reasons) and its kicking ass in the engine. Im using fbx format and its really easy to use and to get good results fast. For the map, again, starting from scratch. I have a new themed map that i am laying out similar to ReVerTheX's first map , and im building some themed building with much much higher details, normal maps etc. The rest will be built up laaaaaaaater on but for now the same size (smallish) map will be built as i code the gameplay and the engine.  Learning a lot from the gameplay and camera examples on the XNA site, i have managed to modify the camera a bit to suit exactly what i want in game.I Also have some interesting simplistic physics applied to the trolley at the moment with no collision yet. The collision : I am writing this by hand, as well as the improved simplistic physics. My focus is gameplay, not realism in simulated rigid body ha. So, i will be making simple rigid body collision with collision shapes, and a great workflow from 3d app -> engine. I  will be setting up properties for meshes in a meshDescriptor file which keeps information regarding the mesh, such as its texture folder (though, they are embedded at the moment) and it tracks collision options, materials and other simple information needed by my game. The map loader will be a custom content provder which will load in all appropriate information and setup each mesh and model according to its properties, creating collision bounds and creating materials and or shaders per mesh, and add them to the queue. A really simple rendering manager is managing the rendering, applying effects and shaders (if available and active) to each object in game, as well as managing the death and removal f in game objects (kinda world manager update renderer thing). The project is moving ahead nicely, and i will keep posting here and around when i make major updates. Expect a playable multiplayer version before december, if all goes well. I will have more information, screenshots and a video of gameplay soon. Watch this space. Without further anticipation :)
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