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	<title>Barchok Blog &#187; Game Development</title>
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	<link>http://www.barchok.com</link>
	<description>Web and Game Development</description>
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		<title>Fixed version of the pre-alpha</title>
		<link>http://www.barchok.com/2010/08/10/fixed-version-of-the-pre-alpha/</link>
		<comments>http://www.barchok.com/2010/08/10/fixed-version-of-the-pre-alpha/#comments</comments>
		<pubDate>Tue, 10 Aug 2010 15:36:00 +0000</pubDate>
		<dc:creator>Todd</dc:creator>
				<category><![CDATA[Game Development]]></category>

		<guid isPermaLink="false">http://www.barchok.com/?p=45</guid>
		<description><![CDATA[After releasing the pre-alpha, I went to make a backup copy of the source code.  Something happened and I ended up instead reverting to a slightly older copy of the source, resulting in losing some of the work I had done.  A few weeks ago, I managed to go back and redo some [...]]]></description>
			<content:encoded><![CDATA[<p>After releasing the pre-alpha, I went to make a backup copy of the source code.  Something happened and I ended up instead reverting to a slightly older copy of the source, resulting in losing some of the work I had done.  A few weeks ago, I managed to go back and redo some of the work I had done, and a fixed version of the pre-alpha with fewer crash bugs can be <a href="http://thedaian.dreamhosters.com/sa/isotower/isotower-prealpha.zip">downloaded here</a>.</p>
<p>There are still some other issues, and currently only rooms on the first floor will work right, but it is a start.  Hopefully in late August, I will release a version with working elevators and generally more stuff, but with a current full time job, progress has slowed down more than I had hoped.  If I can no longer work on the project, I will release what I have.</p>
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		<title>IsoTower Pre-Alpha Official Release</title>
		<link>http://www.barchok.com/2010/06/30/isotower-pre-alpha-official-relew/</link>
		<comments>http://www.barchok.com/2010/06/30/isotower-pre-alpha-official-relew/#comments</comments>
		<pubDate>Thu, 01 Jul 2010 01:34:52 +0000</pubDate>
		<dc:creator>Todd</dc:creator>
				<category><![CDATA[Game Development]]></category>

		<guid isPermaLink="false">http://www.barchok.com/?p=39</guid>
		<description><![CDATA[A few weeks ago, I made a promise to myself (and a lot of people on a specific forum) that I would have a playable pre-alpha demo released by the end of today.  Today has come, and the pre-alpha is done (mostly) and can be downloaded here.  If you want a video letting [...]]]></description>
			<content:encoded><![CDATA[<p>A few weeks ago, I made a promise to myself (and a lot of people on a specific forum) that I would have a playable pre-alpha demo released by the end of today.  Today has come, and the pre-alpha is done (mostly) and can be <a href="http://thedaian.dreamhosters.com/sa/isotower/isotower-prealpha.zip">downloaded here</a>.  If you want a video letting you know just what you&#8217;re getting, check it out below.  EDIT: I&#8217;ve been getting pretty much constant reports of crashes in Windows 7 and Vista.  I&#8217;m working on fixing those, but may not have a solution until the weekend.  Until then, run the game with Windows XP compatibility mode.  It&#8217;s not a perfect solution, but the only one I can offer at the moment.</p>
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		<title>Elevator Test Video</title>
		<link>http://www.barchok.com/2010/05/09/elevator-test-video/</link>
		<comments>http://www.barchok.com/2010/05/09/elevator-test-video/#comments</comments>
		<pubDate>Sun, 09 May 2010 13:12:16 +0000</pubDate>
		<dc:creator>Todd</dc:creator>
				<category><![CDATA[Game Development]]></category>

		<guid isPermaLink="false">http://www.barchok.com/?p=35</guid>
		<description><![CDATA[For the first time ever, a wild video of the game appears.  It&#8217;s short and the quality is kind of terrible, but it does a good job of showing off a few new elements of the game.  First, sound effects, there&#8217;s now a few of them, all made with sfxr.  The build [...]]]></description>
			<content:encoded><![CDATA[<p>For the first time ever, a wild video of the game appears.  It&#8217;s short and the quality is kind of terrible, but it does a good job of showing off a few new elements of the game.  First, sound effects, there&#8217;s now a few of them, all made with sfxr.  The build sound effect is a bit too loud, and will be fixed in later videos.  Plus, there&#8217;s animation on the elevator.  The elevator is now one step closer to working how it should.</p>
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		<title>Work Continues</title>
		<link>http://www.barchok.com/2010/03/25/work-continues/</link>
		<comments>http://www.barchok.com/2010/03/25/work-continues/#comments</comments>
		<pubDate>Thu, 25 Mar 2010 15:57:06 +0000</pubDate>
		<dc:creator>Todd</dc:creator>
				<category><![CDATA[Game Development]]></category>

		<guid isPermaLink="false">http://www.barchok.com/?p=26</guid>
		<description><![CDATA[I&#8217;ve been continuing work on IsoTower, and will be working on it full time fairly soon, as I have nothing better going on.  Most of the work at this point has been making minor upgrades and changes to the engine, some of it stuff that makes the game a bit easier to use (including [...]]]></description>
			<content:encoded><![CDATA[<p><!-- 		@page { size: 8.5in 11in; margin: 0.79in } 		P { margin-bottom: 0.08in } -->I&#8217;ve been continuing work on IsoTower, and will be working on it full time fairly soon, as I have nothing better going on.  Most of the work at this point has been making minor upgrades and changes to the engine, some of it stuff that makes the game a bit easier to use (including some GUI updates and confirmation dialogs), some of it minor visual updates, such as interior walls that disappear when your cursor is nearby (think the walls in the Sims 2).  Also added is a basic save/loading system, though it&#8217;s not really a finalized version and things will probably change in the near future.  I&#8217;ve run out of things to update, and will soon be tackling the problem of pathfinding, then finally have a chance to release the game unto the world.</p>
<p>I also have an artist on board, and will hopefully be getting rid of the plain solid color graphics that I&#8217;m using right now as placeholder art.</p>
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		<title>Isotower Transportation and Pathfinding</title>
		<link>http://www.barchok.com/2010/02/26/isotower-transportation-and-pathfinding/</link>
		<comments>http://www.barchok.com/2010/02/26/isotower-transportation-and-pathfinding/#comments</comments>
		<pubDate>Fri, 26 Feb 2010 12:37:35 +0000</pubDate>
		<dc:creator>Todd</dc:creator>
				<category><![CDATA[Game Development]]></category>

		<guid isPermaLink="false">http://www.barchok.com/?p=23</guid>
		<description><![CDATA[Now that I have the basic engine coded, the next step is adding elevators, stairs, and pathfinding.  Once complete, the game should be close to the game play of Sim Tower, and ready for a more wide spread release, as it were.
Figuring out how transportation was going to work has been a major hurdle, [...]]]></description>
			<content:encoded><![CDATA[<p>Now that I have the basic engine coded, the next step is adding elevators, stairs, and pathfinding.  Once complete, the game should be close to the game play of Sim Tower, and ready for a more wide spread release, as it were.<br />
Figuring out how transportation was going to work has been a major hurdle, since it had to feel &#8216;right&#8217; in relation to Sim Tower, but had to work on what is effectively a 3d cube instead of a simple 2d plane.  I&#8217;ve decided to keep things fairly simple, and just require the player to maintain some empty floor on a path to an elevator, similar to how roads work in the Sim City games.  As long as a room is connected to an elevator or set of stairs via empty floor, then movement from the room to the stairs or line waiting for the elevator will be instant.  If that ends up being too unrealistic, then I might have a delay based on distance, or similar.  Elevators will generally work the same as they did in Sim Tower, though hopefully I can make them work a bit smoother, and make the interface for controlling them fairly easy to use.  The elevator control window was too complex, and you had to change the settings for each elevator one at a time, resulting in too much wasted effort to achieve a slight increase in efficiency.<br />
One final thing: I intend to allow something other than the lobby to be built on the ground floor.  However, the lobby must exist and must be connected to the outside edges of the map.  This way, it gives players more flexibility to build a tower with variety, or just build a single floor motel if they want to.</p>
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		<title>IsoTower Engine Demo</title>
		<link>http://www.barchok.com/2010/02/16/isotower-engine-demo/</link>
		<comments>http://www.barchok.com/2010/02/16/isotower-engine-demo/#comments</comments>
		<pubDate>Wed, 17 Feb 2010 01:20:47 +0000</pubDate>
		<dc:creator>Todd</dc:creator>
				<category><![CDATA[Game Development]]></category>

		<guid isPermaLink="false">http://www.barchok.com/?p=14</guid>
		<description><![CDATA[The core engine for IsoTower is done.  There is, of course, a lot left to be done before the game is even at the level of Sim Tower, but a majority of the framework is in place now, and hopefully development will move quicker.  You can download the engine demo here.  There&#8217;s not much to [...]]]></description>
			<content:encoded><![CDATA[<p>The core engine for IsoTower is done.  There is, of course, a lot left to be done before the game is even at the level of Sim Tower, but a majority of the framework is in place now, and hopefully development will move quicker.  You can download the engine demo <a href="http://barchok.com/p/isotower.rar">here</a>.  There&#8217;s not much to it at this point, and the graphics are still terrible, but hopefully that will be fixed in a few weeks/months.  Important controls are the ALT key to build empty flooring anywhere (even floating in space), and CTRL to move time forward much faster.  Mouse wheel or +/- keys will change the floor you&#8217;re on, arrow keys move the camera around.  There&#8217;s a readme with a few other controls, as well.  The game is in C++/SDL, and feasibly will work on any OS, though it&#8217;s only tested on Windows XP. If anyone gets it running elsewhere, let me know.</p>
<p><a href="http://barchok.com/p/isotower_alpha.png"><img src="http://barchok.com/p/isotower_alpha_th.png" alt="IsoTower Demo Image" /></a></p>
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		<title>IsoTower Plugins</title>
		<link>http://www.barchok.com/2010/02/12/isotower-plugins/</link>
		<comments>http://www.barchok.com/2010/02/12/isotower-plugins/#comments</comments>
		<pubDate>Sat, 13 Feb 2010 01:55:47 +0000</pubDate>
		<dc:creator>Todd</dc:creator>
				<category><![CDATA[Game Development]]></category>

		<guid isPermaLink="false">http://www.barchok.com/?p=13</guid>
		<description><![CDATA[Short and sweet status update on IsoTower.  I&#8217;ve been struggling with how to add plugin functionality for a few days now, and I&#8217;ve mostly been working on building all the pieces to make plugins work they way I want.  It&#8217;s almost time to put those pieces together and get the game to be [...]]]></description>
			<content:encoded><![CDATA[<p>Short and sweet status update on IsoTower.  I&#8217;ve been struggling with how to add plugin functionality for a few days now, and I&#8217;ve mostly been working on building all the pieces to make plugins work they way I want.  It&#8217;s almost time to put those pieces together and get the game to be able to load room definitions from an XML file, add buttons to the tool bar, and allow the user to build rooms.  Once all of this is done, it will be time to smooth out any problems I can find and release an early alpha version of the game.  I&#8217;m hoping to have room construction and a basic economy system at that point.</p>
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		<title>IsoTower Progress</title>
		<link>http://www.barchok.com/2010/02/08/isotower-progress/</link>
		<comments>http://www.barchok.com/2010/02/08/isotower-progress/#comments</comments>
		<pubDate>Mon, 08 Feb 2010 16:51:25 +0000</pubDate>
		<dc:creator>Todd</dc:creator>
				<category><![CDATA[Game Development]]></category>

		<guid isPermaLink="false">http://www.barchok.com/?p=12</guid>
		<description><![CDATA[I&#8217;ve been working on IsoTower (the current title for the isometric Sim Tower remake) for a few days now, and figured it&#8217;d be good to post about what I&#8217;ve been doing.  Nothing that&#8217;s worthy of screenshots just yet, mostly a lot of smaller behind the scenes things, and stuff that&#8217;s based on getting the [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been working on IsoTower (the current title for the isometric Sim Tower remake) for a few days now, and figured it&#8217;d be good to post about what I&#8217;ve been doing.  Nothing that&#8217;s worthy of screenshots just yet, mostly a lot of smaller behind the scenes things, and stuff that&#8217;s based on getting the core engine done.  I did implement shadows, which makes things like sky bridges actually look a bit more 3d, instead of the mostly flat layout earlier.  The other major visible changes include a morning/day/evening/night system and a clock, though both are fairly simplistic right now.</p>
<p>In terms of things related to behind the scenes stuff, I&#8217;ve mostly been ripping out old code from Sim Mine and redoing some of the GUI system so it&#8217;s a bit more flexible.  There&#8217;s still a lot left to work on in both of those elements, so it&#8217;ll be an ongoing project until I&#8217;m done.  I&#8217;ve also been working on code to allow for a flexible room plugin system.  Mostly likely, plugins will require an XML file and graphic file for the actual room graphics.  I want the game to be flexible, and be able to load different room sets based on a settings file, most likely something similar to how <a href=”http://www.openttd.org/en/>OpenTTD</a> works.  It&#8217;s in the early stages right now, though.</p>
<p>I&#8217;ve been thinking about how the interface itself will function, as well.  I will likely use category buttons along the top which will contain drop down menus with the actual build buttons in them, similar to Sim City 3000 and Sim City 4&#8217;s construction menu, combined with Rollarcoaster Tycoon&#8217;s icon menu along the top.  I&#8217;m hoping this will be effective, but the only way to find out is to try it.  I might look into making the interface configurable, but that will likely come at a later date than initial releases.  The biggest stumbling block though is getting an interface for elevators.  In the original, it was easy to expand (and shrink) the elevator shaft up or down a floor or three.  Yes, you had to choose a specific tool to do it, but it was still pretty simple.  With an isometric view, there&#8217;s a problem, since you can&#8217;t really see what&#8217;s happening with an elevator, nor can you easily raise an elevator up a floor when you have to view the building in slices, instead of the whole thing from the side.  If anyone has ideas or comments for how to implement the elevator interface, I&#8217;d love to hear them.</p>
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		<title>Isometric Sim Tower</title>
		<link>http://www.barchok.com/2010/01/30/isometric-sim-tower/</link>
		<comments>http://www.barchok.com/2010/01/30/isometric-sim-tower/#comments</comments>
		<pubDate>Sun, 31 Jan 2010 03:12:58 +0000</pubDate>
		<dc:creator>Todd</dc:creator>
				<category><![CDATA[Game Development]]></category>

		<guid isPermaLink="false">http://www.barchok.com/?p=11</guid>
		<description><![CDATA[The title says it all, really.  An isometric remake of Sim Tower, the Maxis game from 1994.  I know that various people have made attempts to do a straight remake of the original game, and I know there&#8217;s at least two attempts that are currently “active”.  HighRise Developer seems to be the [...]]]></description>
			<content:encoded><![CDATA[<p>The title says it all, really.  An isometric remake of Sim Tower, the Maxis game from 1994.  I know that various people have made attempts to do a straight remake of the original game, and I know there&#8217;s at least two attempts that are currently “active”.  <a href="http://highrisedev.sourceforge.net/">HighRise Developer</a> seems to be the most successful so far, having actually released alpha versions.  <a href="http://opentower.wikkii.com">OpenTower</a> looks to be pretty much dead.  Other remakes are even less known about, and are either as unknown as this one currently is, or died before they got anywhere.</p>
<p>So, why isometric instead of straight up 3d or a straight 2d remake?  Well, the original 2d lacked a lot of depth, in that you couldn&#8217;t really lay out the building with more designs beyond the basic large base, smaller top, or even the less exciting sold rectangular block.  Yoot Tower improved things a bit with the ability to build multiple bases, and have sky bridges that spanned the gaps, but you were still limited to two dimensions.  Actual towers are usually a bit wider than a few meters.  Thus, the decision to include a third dimension.  However, full 3d requires additional complexity with the code and graphics, and good 3d graphics take longer to do than good 2d graphics.  Plus, I had an isometric engine that could do multiple levels already made, so why not?</p>
<p>So, what&#8217;s next?  Currently, I don&#8217;t have much more done than most of the remake projects, and nothing that&#8217;s worthy of showing off.  Any screenshots right now would consist of terrible graphics made within 5 minutes in Paint.net, downloadable version isn&#8217;t too exciting when there&#8217;s nothing to do outside of build some blank flooring.  My next goal is to get some of the basic game elements in, such as offices, a lobby, and elevators, and possibly more.  I hope to get there in a month.  At that point, it will probably be worthy of a demo.  For now, terrible graphics screenshots.</p>
<p><a href="http://www.barchok.com/p/isoTower1.png"><img src="http://www.barchok.com/p/isoTower1_th.png" alt="IsoTower Screenshot" /></a><br />
Skybridges are possible.</p>
<p><a href="http://www.barchok.com/p/isoTower2.png"><img src="http://www.barchok.com/p/isoTower2_th.png" alt="IsoTower Screenshot" /></a><br />
Cutaway view of the skybridge.</p>
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		<title>Game Engine Redux: Sim Mine</title>
		<link>http://www.barchok.com/2010/01/30/game-engine-redux-sim-mine/</link>
		<comments>http://www.barchok.com/2010/01/30/game-engine-redux-sim-mine/#comments</comments>
		<pubDate>Sun, 31 Jan 2010 02:20:27 +0000</pubDate>
		<dc:creator>Todd</dc:creator>
				<category><![CDATA[Game Development]]></category>

		<guid isPermaLink="false">http://www.barchok.com/?p=10</guid>
		<description><![CDATA[Sim Mine is a game where you build a small, old west style mining town from the ground up.  The original version was created around September 2007, as was basically a flat 2d style game, with terrible, small graphics.
Additionally, the coding turned into a horrible mess and it got to the point where adding [...]]]></description>
			<content:encoded><![CDATA[<p>Sim Mine is a game where you build a small, old west style mining town from the ground up.  The original version was created around September 2007, as was basically a flat 2d style game, with terrible, small graphics.</p>
<p>Additionally, the coding turned into a horrible mess and it got to the point where adding any more features would be too painful.  The project was scrapped with plans to revisit it at a later date.  I spent some time with Ludum Dare projects to get better at coding overall, and get a better grasp on what was needed to complete a game.  Post Mortems of those games are on this blog.<br />
<span id="more-10"></span><br />
Almost two years later, I returned to the project of Sim Mine, starting it in October 2009.  This time, using a isometric tile engine, I was able to make graphics that were larger, and thus, generally more recognizable, plus the code was vastly improved overall from 2 years of learning.  Adding features to the game was a lot easier, since the code was more modular and things weren&#8217;t tied together as much.  The overall game was designed to be much like a combination of the Caesar series of games and Dungeon Keeper, plus some additional variety to keep things interesting.</p>
<p><img src="http://www.barchok.com/p/simMineold2.png" alt="Sim Mine 2007 - Aboveground" /><br />
<img src="http://www.barchok.com/p/simMineold1.png" alt="Sim Mine 2007 - Underground" /><br />
Above the ground, and below the ground, in Sim Mine 2007</p>
<p><img src="http://www.barchok.com/p/simMine2.png" alt="Sim Mine 2009 - Aboveground" /><br />
<img src="http://www.barchok.com/p/simMine1.png" alt="Sim Mine 2009 - Underground" /><br />
Above the ground, and below the ground, in Sim Mine 2009</p>
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