Finite Dreams

Posts about FD can be found in the Finite Dreams category of the blog posts.

Finite Dreams‘ is mostly just the project name for the game right now.  I came  up with it a long time ago, and frankly, the name isn’t that important to me right now.  I know, I know, I’m lame.  I’m more interested in the programming aspect of this beast of a project.  As of right now, I do everything: art, 3d modeling, music, coding, testing, eating of small snack foods, etc, etc.  I do get some (fairly) regular feedback from a friend of mine, Derek.  Bless that child.  He’s the other half of my brain just about every time I can’t remember my trig.


Finite Dreams is currently at a version 0.1.25, which is practically nothing :)


Priority ordered by intensity of color (green meaning ‘completed’) here is the current TODO list:

  • Ground height detection.  Use the ground-handler, not the queue.
  • Find the angle of the terrain you’re standing on, and influence the acceleration and top movement speed of the character accordingly.
  • Jumping.
  • Time of Day lighting.
  • A good way to load map chucks seamlessly…  I’ve been told by drwr of the panda3d forums that this is best done if I compile panda3d myself, with multithreading abilities.
  • Fix the transparency of loaded models, like water.  This was broken in 0.1.23 because of a design shift.
  • The player is just a “model” right now, not an “Actor”.  Fix this.
  • In conjunction with the above (^^^^), get a nicer model in play.

Distant/Milestone Goals:

  • Detect when a weight-supporting part of the character’s body is on significantly uneven ground.  Tie in animations, etc.

Change log:

    0.1.23

  • Camera controls, linked to both mouse and keyboard
  • Character movement via keyboard.
  • Movements of character and camera have ease-in/out effects.
  • Character faces direction of his/her current velocity. This is still a little woogedy, and needs to be tweaked, but it works at least.
  • Basic camera view

    Basic camera view

    Camera view overhead

    Camera view overhead

    0.1

  • Can variably (by mapID) load world objects from a database.
  • Loaded objects have attributes attached to them in the database, so that they may be positioned, colored, recieve certain lighting nodes’ effects, and gain transparency.

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