21 February 2003
The XAP diary returns! So you thought it had all gone quiet, eh? Well XAP is back, and this time it’s got a proper name! Yes, XAP has cheesily been rechristened “Alien Flux”, because… well, just because. Ah yes, because Googling for XAP produces some weird software thing that’s been around for years.
So what’s been going on?
Well, many experiments have been going on. Mainly with the dreaded background. The old background, you may remember, was rather crap. Nice parallax crap but crap nonetheless.
The new background uses procedurally generated cellular textures, and procedurally generated bump maps.
At one point I tried to put lots of dynamic lights in the game, and had them all nicely attenuated. However, to do attenuated bump mapped lights requires two passes per light plus two more passes. With just one light in the scene my poor old P3-700/GeForce couldn’t even keep up at 60fps. So in the end I’ve opted for a simple, unattenuated lightsource directly over the player’s ship, which draws the whole background in two passes, and it’s all very nice:
http://www.shavenpuppy.com/xap/screenies/whoops.jpg
Bugger, got hit by an alien.
http://www.shavenpuppy.com/xap/screenies/revenge.jpg
Revenge. Die gidrah scum.
Other things that have been done: behold, a start on a proper title screen!
http://www.shavenpuppy.com/xap/screenies/newtitlescreen.jpg
Needs some more work though
A few minor niggles and bugs have been fixed. In addition, the Emitter concept is back, so I’ve got Emitters which emit Particles once more. The gidrah res-in effect has been ditched because the “lininess” didn’t suit the new solid backgrounds. Tonight I’m going to experiment with some particle effects.
Chaz is working on doing the shield sprite (finally!) and he’s got to come up with the control panel to show the player’s score and other stats.
Here’s some more screenshots:
http://www.shavenpuppy.com/xap/screenies/incursion.jpg
The new Jelly Incursion!
http://www.shavenpuppy.com/xap/screenies/level2.jpg
Nice colours on this level
Cas