Welcome to the NekoCake

cubed2D
April 20th, 2007.

Hello,

first, an introduction, I’m Tim James, owner of NekoCake.com. I’m a Computer Science student, someday i shall own the earth. In the mean time, i amuse myself with games ‘n programming, and XNA is the latest coolest thing ever.

I’ve got a number of projects going at the moment, but I’m only going to show one off for now. Its called CrimsonEng and its my first attempt at a game engine, and it shall power my second attempt at a game (which i’ll blog about on a later date).

CrimsonEng is my own attempt at implementing a screen system like the one implemented in the marblets starter kit.

I have a screen manager that contains a list of screens, bundled up nicely in a drawable game component. My screens, have the normal stuff, like visible true/false and update true/false, and some basic stuff like a drawing method. it allso has a list for entitys.
Entities are everything inside the screen, from the world map to the players. at the moment, entities can just have a simple sprite, but I’m going to add an animated version, and possibly support for paperdol style characters.

Entities themselves contain a brain manager, which holds a list of small, highly flexible behaure modules. these can be anything from full blown A.I systems to being responsive to a button press, or a simple as shaking left and right (the first behavior I implemented). SCREENSHOT TIME!

CrimsonEng test app 1    and here it is running, ok, its really basic! but tis a start. i have 2 active screens here, and each set of 3 entities running a different behavior (the pink ones vibrating and the purple ones bouncing around the screen).

 The next test app did a bit more, one screen, thousands of entities! I’ve added a short video, i thought it looked quite cool 

(when video capture isn’t running, it stays at 60fps, honest! and wow, that video compression is horribly at the end!)

I relay like how its looking so far, especially the brain stuff! I’m planning on implementing a scripting language, so i can describe the whole game in an script and have the engine pull all the screens and entities up, brains should allow for complex npcs and player characters to be easily put together, anyways, thats the theory.

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