Laserbrain Studios

Games Forum Blog Contact

Author Topic: Hidden Asset development log  (Read 6839 times)

Christian Knudsen

  • Administrator
  • Ace
  • *****
  • Posts: 3013
    • View Profile
Re: Hidden Asset development log
« Reply #15 on: December 20, 2014, 12:30:47 PM »
Complete first (tutorial) map for Hidden Asset. Download the fullsize version (4.2MB 5650x2953) here: https://www.dropbox.com/s/jwqv4j1gi7uev2k/fullmap.jpg?dl=1


Christian Knudsen

  • Administrator
  • Ace
  • *****
  • Posts: 3013
    • View Profile
Re: Hidden Asset development log
« Reply #16 on: January 10, 2015, 03:23:55 PM »
Screenshot for #screenshotsaturday. Reached a big milestone in the development of Hidden Asset. It's no longer in pre-alpha!


Christian Knudsen

  • Administrator
  • Ace
  • *****
  • Posts: 3013
    • View Profile
Re: Hidden Asset development log
« Reply #17 on: January 16, 2015, 11:53:32 PM »
I have now successfully switched Hidden Asset over to SDL 2. After some more testing to check that everything is working as it should, I'm going to take a crack at switching Ascii Sector over as well.

Christian Knudsen

  • Administrator
  • Ace
  • *****
  • Posts: 3013
    • View Profile
Re: Hidden Asset development log
« Reply #18 on: January 18, 2015, 01:29:45 PM »
Ran into an issue with the game leaking memory when switching resolutions or between fullscreen/windowed mode. With SDL 1.2, I had to completely destroy the OpenGL context and the SDL window and delete all loaded textures, then create the SDL window with the new settings and reload all the textures. This worked fine with no memory leaks. But for some reason, in SDL 2, this creates a memory leak. It seems that even though I delete the OpenGL textures, the RAM wasn't freed, so whenever I changed the game resolution or switched between fullscreen/window, I could see the memory footprint increase in the Windows task manager. Weird. Using heaptrc in FreePascal also confirmed these memory leaks.

However, it turns out that I don't really need to go through the process of deleting the OpenGL context, SDL window and loaded textures (and then recreating everything) to change window resolution or switch between fullscreen/window in SDL 2, since there are dedicated calls to do this that don't destroy the already created SDL window and OpenGL context (this may also have been possible in SDL 1.2 and I just weren't aware of it). So now all that is a lot simpler and quicker. Nice! I love it when a bug/issue results in a solution that's better than what was used before! :)

Christian Knudsen

  • Administrator
  • Ace
  • *****
  • Posts: 3013
    • View Profile
Re: Hidden Asset development log
« Reply #19 on: February 07, 2015, 04:26:30 PM »
Did the mission score screen. Keeping it simple.


Christian Knudsen

  • Administrator
  • Ace
  • *****
  • Posts: 3013
    • View Profile
Re: Hidden Asset development log
« Reply #20 on: March 07, 2015, 07:16:07 PM »
Planning out the new Hensley International headquarters for tutorial map #2. Very early. Very temp.



Christian Knudsen

  • Administrator
  • Ace
  • *****
  • Posts: 3013
    • View Profile
Re: Hidden Asset development log
« Reply #21 on: March 23, 2015, 04:33:19 PM »
Still working on the second tutorial map, but I've also played around with some other stuff...

I've just implemented error handling of out of memory issues on old computers (my ol' trusty Eee PC 901 from 2008 runs out of memory if I don't disable some background programs -- mainly Dropbox -- so it's perfect for testing this stuff). It was a bit tricky, since some of the graphics assets loading happens in a separate thread. Basically, when loading a game, a new thread is created where data files are read and the asset files are loaded from disk via SDL2. The loaded asset files are then applied to OpenGL textures in the main thread (since OpenGL operations have to take place in the main thread). This means that there are two places where the program is most likely to run out of memory: when loading the asset files from disk in the separate thread and when turning them into OpenGL textures. So I had to account for both of these and handle killing the thread and deleting all the loaded textures properly. It seems to work now (though it may not be deleting all textures properly, so I'll have to run some more tests on that).

When I got tired of the more heavy development work, I chilled out by making some items for drawers. These items can't be taken or used, but you can move them around in drawers to search for useful stuff hidden underneath:



The red keycard is the only useful item in this drawer (indicated by the green glow/outline).

Christian Knudsen

  • Administrator
  • Ace
  • *****
  • Posts: 3013
    • View Profile
Re: Hidden Asset development log
« Reply #22 on: March 30, 2015, 12:53:26 AM »
Working on my computer to make virtual people work on their computers. Making games is oddly meta at times...


Christian Knudsen

  • Administrator
  • Ace
  • *****
  • Posts: 3013
    • View Profile
Re: Hidden Asset development log
« Reply #23 on: April 03, 2015, 08:37:17 PM »
Working on giving guard NPCs memory, so if they don't see a fellow guard when they'd usually see him, they'll go look for him. It basically works by generating a list of seen guards for each guard as well as where and how often they'd see the other guard(s). This list is generated once when the map is built and the info stored in the map file. If the interval when the guard would see the other guard(s) is exceeded by some factor (I'll probably set it to double), the guard will go look for the other guard by tracing his patrol waypoints. If the guard doesn't find the other guard, the player will lose some amount of stealth (less than if the guard finds the other guard's body).

Christian Knudsen

  • Administrator
  • Ace
  • *****
  • Posts: 3013
    • View Profile
Re: Hidden Asset development log
« Reply #24 on: April 06, 2015, 05:11:09 PM »
Almost got it all working...


Christian Knudsen

  • Administrator
  • Ace
  • *****
  • Posts: 3013
    • View Profile
Re: Hidden Asset development log
« Reply #25 on: April 11, 2015, 01:08:23 PM »
Doing some wiring work...


Christian Knudsen

  • Administrator
  • Ace
  • *****
  • Posts: 3013
    • View Profile
Re: Hidden Asset development log
« Reply #26 on: April 25, 2015, 05:57:51 PM »
Map 2 is coming along well. Most of the layout and scripting is done, so I'm gradually moving to making assets.


Christian Knudsen

  • Administrator
  • Ace
  • *****
  • Posts: 3013
    • View Profile
Re: Hidden Asset development log
« Reply #27 on: July 12, 2015, 02:25:35 PM »
My new office:


Iltsuger

  • Hidden Asset Alpha Tester
  • Veteran
  • *****
  • Posts: 908
    • View Profile
Re: Hidden Asset development log
« Reply #28 on: July 15, 2015, 08:45:49 AM »
Gjør det selv? Probably the most appropriate cardboard box for any independent game designer! :)

Christian Knudsen

  • Administrator
  • Ace
  • *****
  • Posts: 3013
    • View Profile
Re: Hidden Asset development log
« Reply #29 on: July 15, 2015, 09:10:11 AM »
Haha! I didn't even consider that! ;D