Squawk game
Created by Seth Galbraith, also known as
"The Serpent Lord"
What it's about
I'm making a multiplayer action role-playing game.
Currently this application just tests a few ideas:
- multiple views for split-screen play
- sky box environment map
- animated 3d sprite character
Controls
Esc exit program
1 show run action
2 show stand action
3 show pain action
4 show death action
5 show attack action
6 show jump action
Upper view
up arrow look up
down arrow look down
left arrow look left
right arrow look right
home look up and left
end look down and left
page up look up and right
page down look down and right
insert roll left
delete roll right
Lower left view
w tilt camera up
s tilt camera down
a turn camera left
d turn camera right
Lower right view
i tilt camera up
k tilt camera down
j turn camera left
l turn camera right
Known Bugs
- Converting 24 bit images to 8 bit palettes is very
slow and TXTMODE=24bit doesn't work for non-lightmapped polygons.
The skybox uses 24 bit JPEG images again so it takes a long
time to start in 16 or 8 bit.
- The feild-of-view should be FrameHeight / 2 for the lower views,
but this causes a Floating Point Exception when I try to look at the sprite.
- The sprite is not centered correctly. This looks
like it's a bug in the convertor I used.
- Floating point exceptions in DrawPolygonFX
History
September 26, 1999 Seth Galbraith
- A lot of restructuring
- Replaced CS sprite with three .mdl format models
- Changed fixed-size arrays into csVector subclasses
- Created sqkView class which contains multiple csViews
- version 16
September 21, 1999 Seth Galbraith
- Jorrit fixed the bug where texture projection was always
centered around the middle of the screen
- I merged squawk.txt and history.txt into this document
- Changed "room" to "skybox" throughout squawk.cpp
- Added AddViewVertex method that takes relative coordinates
- two views are now always linked like a single concave view
- the other views are now always independent
- version 15
September 17, 1999 Seth Galbraith
- centers of views adjusted depending on whether the views are linked
- replaced sky box textures with big 512x512 JPEG images
- version 14
September 4, 1999 Seth Galbraith
- converted all textures to 8 bit PNG format
- disabled lighting and mipmapping for the sky box
- version 13
August 25, 1999 Seth Galbraith
- load and display an animated 3d sprite
- version 12
August 4, 1999 Eric Sunshine
- fixed problem with handling of texture manager; was allocating palette prior
to world->Prepare(), whereas it should have allocated done after
- console now latches palette colors before and after world has been prepared;
thus allowing it to be used at any time, rather than only prior to world
preparation
- background is now erased prior to activation of 3D views in order to clear
away console text which incorrectly appeared in gaps between views
- version 11
July 29, 1999 Seth Galbraith
- space bar links and unlinks view controls
- allocate palette before creating console
- version 10
July 27, 1999 Jorrit Tyberghein
- load textures from squawk.zip
- version 9
July 26, 1999 Seth Galbraith
- named sector (sectors must be named for lighting)
- added console (palette is odd, font too big)
- version 8
July 24, 1999 Seth Galbraith
- misc updates based on CVS changes
- moved stuff around, then moved it back :-)
- version 7
July 23, 1999 Seth Galbraith
- added terragen environment map textures
- version 6
July 21, 1999 Seth Galbraith
- use configuration file "squawk.cfg"
- added $(CSSCRIPT.LIB) to dependencies in squawk.mak
- version 5
July 21, 1999 Seth Galbraith
- use configuration file "squawk.cfg"
- added $(CSSCRIPT.LIB) to dependencies in squawk.mak
- version 4
Things remaining to be done
Controls
- Better keyboard and mouse handling
- Multiple controls that can be used simultaneously
- Control character rather than camera
- Gamepad and Joystick support
Cameras
- Chase cameras that follow characters
- Adjust FOV in split views
- use a plain text file with information for configuring views.
(Probably described as a list of sqkViews which are described as
a list of csViews which are described as a list of 2d coordinates.
with an arbitrary number of each type of object allowed.)
Content