He shoots, he scores!

dominantSpeciesGUI6

I don’t suppose that in the entire history of development diaries, there has ever been a more detailed one for such a tiny hobby project. I mean, I Kickstarted Shadowrun Returns and their dev diaries are often months apart. And they are a multi-million dollar project. As of this writing, there hasn’t been a peep from them since January.

Anyway, it’s not like people are reading this right now. This is something for me to preserve for posterity. Sort of a chronicle of my attempt to become a computer programmer and game designer in less than a year from scratch at the age of 31 (now 32). Call it a quest. From God. Or Shiva. Or Quetzalcoatl. Yeah, probably Quetzalcoatl.

Anyway, from the screenshot above, you can see that a scoreboard has been implemented, which reflects the variable starting point totals that you get with a random board setup. I think the colors look stupid at this point, but this isn’t about beauty, this is about functionality.

Also–and you can’t see this from the screenshot–the action board can now be dismissed at will by clicking the button on the bottom of the screen that looks like an eyeball. It’s actually a player pawn icon from the game board itself. The other two icons are currently placeholders for the two other dismissable/summonable HUD elements.

That’s where I’m at. Getting tedious, but still fun.

Ich bin die Dunkelheit, du bist die Sterne.

Backing up a bit.

tokens

The holidays were busy. I accomplished exactly nothing. Well, except for one important thing. My original project is being put on hold for a while. I realized something very important, and if you are a programmer (and happen to be following this…the odds of which are slim, I know), then you have been expecting this: I have absolutely no idea what I’m doing.

That said, I’m going to tackle something a little simpler. I’m going to port a board game into Java. It’s going to be a board game where you don’t need a sophisticated interface or hidden information (no hidden hand cards yet…I’ll wait to program network play until I can get hotseat down). It will be, in short, a dry run. Something simple so I can practice my programming ability without needing to know as much about graphics.

It will still use OpenGL, specifically LWJGL. So, I’m working toward that ultimate goal. It’s just something a little more attainable. We’ll see how it goes.

Above is a scan of some tokens from the game. Do you know what it is?

Menschen sind nicht die dominante Spezies.

So close, yet so far away.

Would it be trite to say that this is a Sisyphean task? Am I breaking some sort of horrible cliche rule? I don’t care.

Anyway, I’m so close I can taste it. Some problem with my textures mapping to the tile in the world. I’m grabbing too much texture and I want to grab just enough. Sprite sheets be damned.

I’m off to game night.

In the meantime, if someone would be so kind as to explain how to use the following code:

GL11.glMatrixMode(GL11.GL_TEXTURE);
GL11.glLoadIdentity();
GL11.glScalef(1f/10f, 1f/8f, 1f);
GL11.glMatrixMode(GL11.GL_MODELVIEW);

Just leave complete and concise explanations of how the glScalef() function works and you will be my best friend.

arrivederci!