phantomnation screenshots, version 0.00001a

by xax

in Completed Works

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Jan 29th 2007
Tags:
attacks game hexagons isometric kerokero ninja pc phantoms tactics throne
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Okay, those of you that hang out in #sheezy (or #dongs) may have noted I have been blathering a bit more than usual these past few weeks.

THIS IS WHAT I HAVE BEEN BLATHERING ABOUT.

These are so-very-α (is there, like, a greek character I can use that comes BEFORE alpha? I mean, really) screenshots of phantomnation, the game-in-development I am putting together to hone my meager programming skills.

So far what it can do is read a map from a text file, and it's not exactly what I would call 'robust'. nevertheless, it's something.

Next on my to-do list: grid lines and TEXTURES (the reason, actually, the tiles are random colours is because when I rewrote the state machine that parses the text file, I removed the bit that read tile/join colour in anticipation of getting texture support, and thus there's no way to specify tile colour right now. So I just used rand()/MAX_FLOAT to get tile and join colours.), and maybe also making the rotation support not suck (so instead of just crawling when it rotates, make it SWING AROUND DRAMATICALLY by 30 degrees, like it does in most tactical games. um, excepting the '30 degrees' part, because most tactical games don't use hexagons).

So yeah, lots to do. And the code for just this is 855 lines. sigh. SO MUCH TO DO.

Comments

dw33 Says:

That is pretty fucking awesome. Are you planning to make it zoom-able and swingable on the Y-axis as well?

Definitely off to a good start. Go textures go!

greenbear Says:

so far it looks like q-bert on steroids. this is pretty awesome!

Lillico Says:

i wish I had this like.. as an actual wall paper to put in my house... is that weird?

Nikuramon Says:

pre-alpha