Game Development Diary
Part 1 - http://www.youtube.com/watch?v=fODMgH31z-E
Part 2 - http://www.youtube.com/watch?v=jLQQ8GcCrxE
Part 3 - http://www.youtube.com/watch?v=begPhY9jLW0
Part 5 - http://www.youtube.com/watch?v=24cUpRVKt2Y
Part 6 - http://www.youtube.com/watch?v=GozStv5WcCc
Part 7 - http://www.youtube.com/watch?v=wHqtUgEKoPg
http://elysianshadows.com
So it has been 8 long months since any of you have either seen or heard from us on Youtube. Despite popular belief, this is not due to the fact that we have given up on Elysian Shadows or were ceasing development. The truth is that we have been working our asses off for 8 months, rewriting an entire engine, and doing more work in the time period than the entire Adventures in Game Development Series combined.
Elysian Shadows Revolution 1 was our experiment at trying to introduce more than just the software aspect of the game development process to the videos. In episode 2, we try to build on this idea and incorporate the entire development process. At the same time, though, we have made a conscious effort to return to our roots established in the Adventures in Game Development Series. ESRev2 has been in the making for 8 months, and tries to appeal to all audiences. Please watch with an open mind.
The engine has been rebuilt from scratch. It has officially reached the point of functionality that the previous one had and then much more. New features displayed in the video include more powerful Lua scripting possibilities and rigid body dynamics. Hopefully future episodes will be focusing more on game design aspects of programming such as the battle system.
LibGyro--our multiplatform back-end--is effectively complete. Elysian Shadows runs on the PC, Dreamcast, and PSP and will continue to do so until its release. LibGyro offers higher level C/++ engine programmers (Kendall) and Lua scripters (Peter) a complete layer of abstraction from the hardware, so that the Elysian Shadows engine may be developed independent of platform.
Yes, Marcel is back on the team. Due to the fact that he seriously rejoined about a week before this video was produced, he has nothing really to show off. He is going to be designing his own Elysian Shadows "toolkit" that will be demoed in videos to come.
Pritam and Kendall both have been contributing greatly to the artistic area. Pritam has been designing and pixeling our starting area, which is a cave and working on various characters. Kendall has been busy concepting and pixeling enemies.
Cypher--our previous sound composer--has rejoined the team. His talent was truly missed, and we have decided to join forces once again. He has since composed several of his finest tracks to date.
The Elysian Shadows team is looking to recruit new blood. We are particularly interested in the areas of pixel art and web development. If you are interested in joining our team, please contact me (or another team member) on Youtube for the forums.
We would like to sincerely thank everybody much for the continued support and faith in our project even though you haven't seen us for all these long months. We are going to be working harder to ensure that the next video will not take this long. ;)
Hum i was wondering how d'you managed to do libGyro. You told in a video that you found all these #ifdef preprocessor just to... well dunno how to say it but you told you don't want 'em anymore. So Did you just put em into a librairie so you got a clean project and a library with an #ifdef wrapper, or did you do like 3 different build of your library, one for all platform and then just link the one that fits in ?
MarshallMatters4Life 1 year ago
@MarshallMatters4Life Your last proposal (3 different versions of the library then link against the appropriate platform) is exactly how it's managed. The interface is consistent, but the implementations are different in every library and are completely separate from one another.
GyroVorbis 1 year ago
im wondering if your gonna share your framework cause if you do it could make it easy to program for the dreamcast and i would love to start to do that
pimpdog93 1 year ago
@pimpdog93: Hell yeah. I would love to make libGyro public some day. That has always been the plan. That way any of you can use it to create a hardware accelerated 2D game running on a DC, PSP, and PC. libGyro is being developed as we work on ES, so new features are constantly coming. It's not quite ready to be a public API yet, but it's definitely getting there.
GyroVorbis 1 year ago
Hey, I'm a beginning programmer, and I've gotta say, your series of videos started off being really really inspirational. . . then it got really discouraging.
That part around 3:30 in this video, what the fuck was that? Seriously, everything else I saw code-wise I could at least make minor sense out of, but that was just insane.
bromordra 1 year ago
@bromordra ROFL! That's SH4 assembly. It's programming at a level of instructions that are executed directly by the CPU, whereas languages like C++ are translated or "compiled" into these instructions. 99% of programmers/software engineers never even see that kind of stuff. It's for when you need direct hardware access or are trying to squeeze every ounce of performance possible. Don't be discouraged because of it. It's not a big deal.
GyroVorbis 1 year ago