NEWS ARCHIVE
Version 1.00 alpha
Posted on 18-01-07 by twixn
The version 1.00 alpha is finished and released. You can find screen shots and a demo here. (both Windows and Linux if you look further down the page).
You can see the cartoony look I was aiming for. I am rather happy with it, and a lot of the feedback I have received has been very positive.
I'll put the downloads onto the site soon enough. I'll need to find an easy way to update the dated screen shots that are on the ReHashed page.
One thing I am not happy about though is the fact that I have to cut out a lot of features I had planned for the final release. However, if I don't cut them out I think that ReHashed will become vapor ware.
The final, sellable version is planned to be released on the 28th of February. And ReHashed will be officially entering beta stage on the 31st of January.
I plan to release both Windows and Linux versions at the same time. There will unfortunately be no Mac version, due to me not having a Mac to develop it on.
-Twixn-
Update
Posted on 27-12-06 by twixn
Its been well over a month since my last post, i don't think many people are reading this anyway yet so it doesn't bother me.
I say yet because i'll expect people to peruse over the site when RH:WOA is finished and on sale. I plan to sell it via Manifesto Games so that should bring in a small amount of traffic for a short period.
As for the game; im getting closer to releasing a demo of the release version. There will probably be one more 'development demo' before the 'release demo' which will be like a beta test period to test the software for bugs etc whilst i finish the content for the complete game.
I've made a brash and perhaps contraversial decision; Im giving ReHashed a more cartoony look, for two reasons: Firstly) Wider audience, i think. Secondly) Its far, far, FAR easier for me to make on my own. The main problem i was having was the 3D art and texuring. A more cartoony look means i dont have to worry about proper proportions, and cell shading means the texturing will be simpler for me to do.
It should also allow me to experiment with humour alot more. That may mean rewriting parts of the story, but that can easily be done when im inserting the story into the game.
More info hopefully before the new year.
-Twixn
PS: Yes i know, the red on gray is pretty hard to see, the link above says 'Manifesto Games' if you haven't already clicked it. You should do BTW, its excellent for indie games.
EGE
Posted on 20-11-06 by twixn
Well, they seem to call it the 'EGE' so i will too.
My 'report' is a bit overdue, considering i went on saturday. But it only finished yesterday so its all good.
Firstly, it was awesome. Totally worth the hassle of getting up there. Its an hour long trip to melbourne for me, but im used to it thanks to Uni, however there were problems with the trains/tracks, and so it went up to an hour and a half.
Anyway, while it was quite small there was plenty to see. 8 Wiis on show, and i even managed to get a go. I played a 'standard turn' of WarioWare, and being the first time i held the wiimote i enjoyed it quite alot. I would have prefered to have played abit of Zelda, but i'll have plenty of time to do that when i pick up my pre-order (Wii+Zelda on Dec 7th, 17 days) :D
There was an army of 360s at the expo, around every turn. Even some in an igloo. I managed to get a go of some generic looking racing game (alongside my lovely girlfriend, who managed to score the seat next to me, or i scored the seat next to her, i can't remember which order it was :\ ).
I would have liked to have tried a PS3, but there were none. The only playstations there were some PSPs and one PS2.
The Wii demonstration on the center stage was pretty good. Very interesting intro to the Wii Channels as well as a look at Wii tennis and Wii boxing. Then, showing off Zelda again, with a demo and then a promo video.
Also got to talk to some people in the 'developer/education' booths. Im always glad to hear that there are many oppertunities for graphics programmers such as myself here in Australia.
Anyway, thats pretty much the highlights for me. I went there for the job advice and Wiinfo. I also scored some keyrings. w00t!
The next time is a must for me.
-Twixn-
eEE
Posted on 18-11-06 by twixn
Two things:
Firstly, the 1.00 alpha demo of ReHashed is nearing completion. I've started building a nice map to show off some of the new features.
Secondly, im just about to leave to go to the 'eGames & Entertainment Expo'. Im not going to call it E3, so 'eEE' will do. Should be fun, i'll post more about it after i return. And i'll tell you how it was.
-Twixn-
Still Here
Posted on 04-11-06 by twixn
Been very slow due to exams for Uni. Getting close to the end, then more time to devote to my work here.
That nasty bug has gone in ReHashed, although it was more of a 'shotgun' solution to the problem; ie, I removed the current lighting system and used a different one. I've decided to revert back to the same lighting that BD, SBML and SBML2 used.
Anyway, more news later.
-Twixn-
Updatings
Posted on 08-10-06 by twixn
Well, good and bad news.
Good news is that ReHashed is nearing version 1.00 alpha, which is a major milestone. It's the point when development focuses less on pumping out new features for the engine, and more on the actual game.
I still have lots of work to do, bug fixes and exposing some features that are there but are not used (like dynamic physics objects, ogg vorbis support etc). But more importantly I have lots of maps and art to produce, as well as buy some music.
The story is progressing. I should really update the WOA page with some more info, and perhaps some of doffa's amazing concept art.
Once RH:WOA is done, I'll wander over to Manifesto Games and see if they will be happy to handle the sales for me.
Anyway, about that bad news. The bug I mentioned in the previous post is still there. Although I suspect its actually an nVidia driver bug so there may be little I can do about it. If it gets too annoying I'll have to work on some workaround. This is OpenGL only, so you can just switch to the D3D9 renderer (Windows only) if you see it.
Not much work has happened on 2xHashed either. Although I have been doing alot of work on my 'in-house' tools so it will still benifit.
-Twixn-
Delays
Posted on 29-09-06 by twixn
Well, i seem to be victim of one problem after another:
Firstly, installing the latest (beta) linux nvidia drivers broke Xgl+Compiz, (which i didn't use, but tried) which in turn decided i didn't need window decorations, hmm. So a reinstall was in order (minus compiz and Xgl, untill AIGLX is working, but still no Xgl).
Secondly, a rather nasty bug in ReHashed. For some reason the shadow maps are being corupted and showing some nasty results, i'll have to fix that before i can release it.
-Twixn-
ReHashed on its way
Posted on 23-09-06 by twixn
Finally text input is functional. 'Functional' in its loosest possible meaning, but still you can input text.
So far the only thing that uses it is the map list in the GUI. At least i dont have to manually edit the cfg file now if i want to add maps.
Also, Doffa has been working on some magnificent art to go with the game. So expect some much more pretty 2d art than the smeg (too much red dwarf lately?) i've been able to come up with.
The next release is due soon, this time there will be linux and windows versions.
I'll have to make some kind of install script for the linux dist, but i will have to assume the user has SDL, OpenGL (or mesa) and OpenAL installed. However Cg, freealut and FreeImage i will include in the download.
-Twixn-
Progress
Posted on 17-09-06 by twixn
It has been a fairly busy few weeks, both ReHashed and 2xHashed have progressed. Even WOA has progressed somewhat.
2xHashed has proper image loading for the level, insead of just using simple procedural textures. Also it now has an actual animated model that runs in the direction of the joystick.
The ReHashed update is slightly smaller, mostly im trying to optimize the lighting system. But im also adding text input support for the GUI, this was the main limiter for Networking, as you couldn't enter the server's IP address to connect to.
ReHashed now is primarily a linux game, however the windows port will be 100% functional. So windows users out there shouldn't worry.
-Twixn-
2xHashed V0.01
Posted on 26-08-06 by twixn
Well, I've finally found time to release a small demo of 2xHashed so far.
Its rather simplistic, but a good start nonetheless.
You can find screenshots and more info in my forum post on codesampler here.
And if you have a GP2x, the download is there too, I'll link the download here at some point.
-Twixn-
ReHashed2X
Posted on 12-08-06 by twixn
Well, competition is over, and I didn't win. Looking at some of the entries there is no wonder why, they were all awesome. I don't really mind not winning, I think I jumped the gun, competing with teams who know the system better than I do and had much more time.
But still, next time I'll give them something to watch out for. At least now I have a fully functional renderer to work with!
I've decided to make ReHashed for the GP2X, but NOT the traditional FPS. FPSs and handhelds rarely work out, you need a mouse+keyboard or 2 thumbsticks.
So, I'm going for more of a 3D Cannon Fodder style game, same story, just a new angle.
Anyway, more updates as it happends. I'll have screenshots up as it progresses.
-Twixn-
Competition
Posted on 26-07-06 by twixn
After about a week with my GP2X (see last post) my little demo has improved quite abit. Enough for me to enter a competition with it.
Hopefully i'll at least place. However I think I may nail the best 64k demo prize. And if I dont win anything I may just get an honorable mention, considering my masterpiece will be only 2 weeks old on submission.
I'll post screenshots of the final demo when the results are in.
I hope I at least get a prize, then I can officially call PseudoGL 'Award winning software' :P
-Twixn-
Console
Posted on 21-07-06 by twixn
After playing with the culling system for abit i got a present in the mail yesterday!
Its my brand spanking new GP2X!
For those of you who cant be bothered following the link. The GP2X is a handheld console, pretty much a PSP with linux on it, and you are free to program anything you want on it. So i plan to make a game for it.
Im currently working on a small version of PseudoGL to run on it (as opposed to the PC version of PseudoGL we all know and love :P ).
Anyway, more on that as it progresses.
-Twixn-
EDIT: Removed some techo jargon!
Site+Dev
Posted on 18-07-06 by twixn
Well, firstly; The site.
Too dark? Hmm. As pointed out in my GuestBook post (yeah, I post on my own guest book, the urge to reply is too strong. I should stop that) I think I will change the site style, too dark and too hard to read.
Secondly; The NPC lighting is working out ok, not as fast as I'd like, but thats why im taking a look at improving my culling system.
Loading the Actor List was simple, its far easyer when you've written the exact code needed before.
-Twixn-
Dynamic lighting
Posted on 13-07-06 by twixn
Well, first dev related post.
Im currently working on the dynamic lighting in ReHashed. In particular, the lighting on NPCs.
So far it looks alright, just a tad slow. I'll have to work on optimizing it. I've been looking at Quake4 mostly to get ideas. Its amazing some of the stuff they do that you only notice if you're looking.
I should also get onto loading the 'Actor List' from the new file format. So it can use my brand spanking new Actor Editor. Its kind of useless if ReHashed can't load from it.
So much to do.
-Twixn-
The New Look
Posted on 12-07-06 by twixn
Yep, finally here.
Its much better than i hoped for, at least now i can add news and minor updates myself.
Thanks again neon for the update, it was desperately needed.
This will sort of a development blog, detailing the progress i am having with my various projects.
Anyway, have a look at the new layout, in particular the ReHashed and RH:WoA pages. Hopefully in about 6 months RH:WoA will have a purchase button :P .
-Twixn-
Twixnsoft's New Look!
Posted on 12-07-06 by neon
Well its finally here! The website has had a total makeover (it needed one, being over a year since the last update!). We hope you like it!
-neon-
|
|