Currently, I'm working on "technology", appearance, and the overall game concept. Later, will come design and testing of levels. There is still a lot of work on Toyland Shooter, but if everything goes fine, release of the 1st beta with a starting set of levels could appear around end of May 2012.
Some technical highlights:
1. It is implemented in ZGE + ZGEBullet.
2. Levels are defined in files in a simple almost-scripting language. Here is an example how to define a Kapla tower shown also in screenshot:
Code: Select all
// Kapla tower
TX 230 //wood texture
PO -20,0.75,50 //position
RO 0,0,0.25 //rotation
KA //draw 1st kapla of odd floor
PO 0,0,7.25 //delta position for looping of level 0
RO 0,0,0 //delta rotation for looping of all levels
LS 0, 3, 0,0,0, 0,0,0, 0,0,0 //loop of level 0
PO 7.5,0,0 //delta position for looping of level 1
LS 1, 2, 0,0,0, 0,0,0, 0,0,0 //loop of level 1
PO 0,3,0 //delta position for looping of level 2
LS 2, 20, 0,0,0, 0,0,0, 0,0,0 //loop of level 2
LO 2 //execute nested loops of level 2,1,0 for all odd floors
PO -23.5,2.25,53.5
RO 0.25,0,0.25
KA //draw 1st kapla of even floor
PO 7.25,0,0
RO 0,0,0
LS 0, 3, 0,0,0, 0,0,0, 0,0,0
PO 0,0, 7.5
LS 1, 2, 0,0,0, 0,0,0, 0,0,0
PO 0,3,0
LS 2, 20, 0,0,0, 0,0,0, 0,0,0
LO 2 //execute nested loops of level 2,1,0 for all even floors
4. All textures, except of scans of drawings of my children, are computed. I plan the same also for sounds.
5. To achieve a high level of compatibility with GPUs, there is no GLSL shader used. Cartoon appearance + object outlining effect were achieved by other techniques.
You can also see some screenshots taken from my current testing levels.