Wednesday, June 2, 2010

Recent Progress

Things have been moving along pretty well from the programming side. Recently, with a little guidance from "fr3shm4nt" on the XNA forums, I was able to get a HLSL shader working that included a lightmap for darkening the scene the deeper you dove. That was a pretty big step and I'll use some of the same techniques for the radial blast distortion when I get to that.

As things got darker deep underwater I also added the system in place for the bioluminecent glow of some of the enemies. So we should be set there.

I've also done a little tweeking to the treasure system to make it easier to read and apply, as well as cleaned up the animation system a little putting things in more logical places.

I'm still wrestling with the collision system, but refining the animation system was the first part to cleaning that up and getting it working properly.

On top of all the programming I've also been focusing in on the "Deep Blue" story. At this point it's looking pretty solid. The story has been a lot like painting...starting with big broad general strokes slowly refining and watching everything come together.

With all this focus on code and story it hit me recently that the one area that seems to be lagging behind is the art. Anyone else find that as ironic as I do? So anyhow...at some point soon I'll have to turn my attention back to the artistic side of things.

But that should be the easy part....right?