48 Hr Non-Cometition Log

Sep 6, 18:00 barely started - still trying to think about what to do. Since I'm supposed to be starting from scratch, gotta make a new project. I'm thinking about doing a game along the lines of the last cometitions theme (protection, if I remember right) where you are a star pilot that works for a starbase in an asteroid belt, and you need to protect the incoming supply ships from the nasty pirates.

Sep 6, 19:00 Just got back from dinner (chicken and pasta)

Sep 6, 19:36 My wife just told me that the name I've chosen (Escort Mission) sounds a bit naughty. I'm not sure I get it.

Sep 6, 19:37 My wife just explained it to me. I guess she's right.

Sep 6, 22:23 Finally, something showing on the screen

Sep 7, 00:04 Got the screen working and a game state set up. I need to figure out how to switch levels, as well as figure out what the maps are going to be like.

Sep 7, 00:28 Upload screenshot of the asteroid

Sep 7, 00:46 Heading to bed. I'm tired. I have to think about how the game states will work (which ones I need). Maybe I'll do that while I'm sleeping.

Sep 7, 07:45 Woke up. Having a bit of cereal and then back to work.

Sep 7, 10:00 Finished a model for the freighter. Halfway through a space station model. I haven't textured it yet, but I think I'll leave that for later. Need to do a pirate model and a player model.

Sep 7, 10:30 Got a crashing bug when exiting.

Sep 7, 11:30 Found it. Wasn't cleaning up resources properly (textures and such)

Sep 7, 15:35 Fixed another bug in my settings class that had been there forever. I think I'm spending too much time on framework stuff. Perhaps, I should have just hacked the game together.

Sep 7, 18:17 Not too god at updating the log, but I'm getting close to having all of the states working, at least to the point of them switching between each other properly and loading the right data

Sep 7, 21:34 Bye Bye Memory leak. In using D3DXLoadMeshFromX(), it passes back a pointer to a buffer that stores information about the materials. The docs don't say anything about releasing it, but apparently, you have to.

Sep 8, 01:42 I think I'm going to head to bed. I've got the basics of level loading working, as well as the state system. I've whacked a couple bugs and built a couple models. Not bad for a days work. I can't help but feel, however, that I'm over-engineering this for a 48hr contest. I guess we'll see, but I'm not sure I'm going to finish.

Sep 8, 09:30 Finally out of bed.

Sep 8, 11:15 I've got rotataing asteroids - Really, I've got ambient movment built in. THis is for things like asteroids and other things that don't have an AI.

Sep 8, 14:57 Now you can move the players ship. I don't have a model for it, so I'm just using the freighter, but everything seems to work appropriately. Now I've got to figure out collision.

Sep 8, 18:25 Well, I'm uploading the last build I did prior to 6:00. I ripped out the movement code and now I've made it worse. Oh well. I really didn't think I would finish, but I expected to get farther than just having a guy moving about. I suspect I took too long building framework stuff instead of just quickly building the game. It's also what I get for trying to do it in 3D :)

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