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Upcoming IndieLib features
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Javier López
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Joined: 26 Dec 2007
Posts: 513
Location: Murcia, Spain

PostPosted: Wed Apr 16, 2008 8:22 am    Post subject: Upcoming IndieLib features Reply with quote

IndieLib is now OpenSource. We are looking for people interested in joining the development team. If you are interested, post here.

Here are the features planned for the next IndieLib releases. This list is dynamic and you can influence on it! If several people request the needing of a feature before other the list could change. Just post your opinion!

1.01 to 1.03 (Current Release)
- Fix known bugs

1.04
- Check out .Net wrapper and include it on tutorials, webpage, FAQ, forum, wiki, etc.
- Add "BlitColoredTriangle" to the primitives tutorial. Change the name to "BlitPoly"?
- Add a method for changing vertex transparency. Overloaded method of "BlitPoly"?
- Fix transparent primitives bug. Currently they are being showed opaque.
- Add BlitPoly to Entity2d, you can't add it to an entity yet (in the documentation it is wrong)
- Change the names of collision system methods.
- Splines
- Resizable window option
- Map editor tutorial update
- Possibility of checking focus lost.
- SetMousePos
- Currently, entities can not share animations. Well, they can share it, but if you make a "SetSequence" it will be done in all the entities that share that animation. I have to add a "Clone Animation" method for that. This is going to be in the very next release. It's really important.
- Fix memory leaks when ending IndieLib.
- SetSequence() using strings
- "Any Key" Input
- Lost device callback for handling special things. Currently it has stops the game.
- GetChar from keyboard (or something similiar). To get keyboard input directly as strings or chars instead of keyis ids.
- Get areas of the collisions (easier from know, and we can extend it later for transformed areas too in order to get the transformed vertices).
- [Fixed by Nomad] Fix memory leak in fps string.

1.08
- Finish tutorials
- Giving the possibility of using .rar files for storing the resources.
- Update MudgeFont version to 1.0.3
- Some of the movements of the tutorials are still not time dependent, fix this.

1.09
- Release one or several small games using IndieLib.

1.1
- Stop using D3D matrix class and develop the classes needed for the transformations.
- Hierarchical entities (join entities to other entities)
- Isolate the render in a plugin
- Develop a D3D9 plugin
- Develop a D3D8.1 plugin

1.2
- Develop an Opengl plugin

1.3
- Port to Mac

1.4
- Morphing effects class for creating predefined animations using SetGrid (already implemented) and creating "grid" animations such (waves, bubble effects, rope, etc).

1.5
- Box2d integration.

1.6
- Gui support

1.7
- Particle system + Particle editor

1.8
- Resource editor: for creating the animations in a visual way, their collision areas, etc.

1.9
- Map editor: for positioning and changing the attributes of that entities

2.0
- Add any other small features requested and make any possible optimization.

Future
- Pixel shaders support?
- Porting to other platforms such Xbox, PS3?
- Inserting IndieLib into the brains of an army of robot and conquer the world?


Last edited by Javier López on Sun Mar 08, 2009 4:29 pm; edited 15 times in total
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Etabubu



Joined: 15 Apr 2008
Posts: 5
Location: Iceland

PostPosted: Thu Apr 17, 2008 8:31 am    Post subject: Reply with quote

As I stated in another post, I think that a particle system is very important in every game.
I don't care if it's a separate library integrated in IndieLib or if it's written from scratch. I would give it a higher priority than the Mac port (even though I own also a Mac), since it shouldn't take long to implement it (for sure far less than a OpenGL plugin + Mac port) and it would make IndieLib a more complete and competitive graphic engine.

I would move Particle System, Box2d and Gui ABOVE the plugin/OpenGL/Mac stuff, because if you really want to create a good quality and modern 2D indie game, you really are gonna need those features! And if I have to write them from scratch on my own, I would probably use just another (and more mature) library instead.

Just my opinion!

Etabubu
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Javier López
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Joined: 26 Dec 2007
Posts: 513
Location: Murcia, Spain

PostPosted: Thu Apr 17, 2008 11:21 am    Post subject: Reply with quote

You're right Etabubu, a particle system it's something really important.

The problem is that a proper particle system would request an scenegraph implementation that I know how to do but that currently dosen't have IndieLib. The good news is that this is the same implementation I'll need in order to isolate the plugin.

What I mean is that if I implement the particle system now, I will have to redone it again after porting to mac, because the render base would change.

This would be double work Sad

I think isolating the plugin it's a high priority. Maybe I can first isolate the plugin an implement it in: D3D8.1 and D3D9, and later to make the particle system, box2d, etc. And after all this, start porting to mac creating a plugin for OGL, but knowing that the base is right. This way IndieLib would have those features faster, but a Mac port later.

Let see if more people give their opinion.
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BigB



Joined: 15 Apr 2008
Posts: 3

PostPosted: Thu Apr 17, 2008 8:13 pm    Post subject: Reply with quote

I'm with you Loover.
I think the graphic plugin system should come first, because whatever you implement next it's over that.
Doing the particle system, or other graphic things right now, it's just loosing time, because you will need to implement it later.
D3D8.1 is important too, at least for the casual market, which is where we are aiming here.

How much time do you extimate to get this working ? The plugin system ?

thanks,
Bruno
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Javier López
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Joined: 26 Dec 2007
Posts: 513
Location: Murcia, Spain

PostPosted: Fri Apr 18, 2008 12:36 am    Post subject: Reply with quote

Quote:
How much time do you extimate to get this working ? The plugin system ?


Well it depends on several things. If I see that several people get interested on IndieLib this will make everything faster. Things are easier with motivation. Other factors are for example my job and other projects that I'm currently working on. It's difficult to make an extimation. Furthermore, I want to make at least 3 small games before starting with new features.

Let's go step by step.
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Etabubu



Joined: 15 Apr 2008
Posts: 5
Location: Iceland

PostPosted: Fri Apr 18, 2008 8:56 am    Post subject: Reply with quote

BigB wrote:
I think the graphic plugin system should come first, because whatever you implement next it's over that.

That makes sense. Then, go ahead with the plugin system! Smile

Loover wrote:
Furthermore, I want to make at least 3 small games before starting with new features.

Nooooo... that's gonna take forever! Wink
Why would you write three games with an "old" library? Wouldn't it be better to use a library with plugins, directx, opengl, particles, Mac porting... a library like the "new" IndieLib? Smile

Don't make us wait forever! Wink

Etabubu
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Javier López
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Joined: 26 Dec 2007
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Location: Murcia, Spain

PostPosted: Fri Apr 18, 2008 9:17 am    Post subject: Reply with quote

Quote:
Nooooo... that's gonna take forever! Wink
Why would you write three games with an "old" library? Wouldn't it be better to use a library with plugins, directx, opengl, particles, Mac porting... a library like the "new" IndieLib? Smile

Don't make us wait forever! Wink


Then the community would have to make some small games and release the sourcecode Very Happy

I think some small games testing the engine and opensource would increase the number of people interested on IndieLib.
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Ciri



Joined: 17 Apr 2008
Posts: 8

PostPosted: Fri Apr 18, 2008 1:37 pm    Post subject: Reply with quote

Yes Yes Yes... Ciri will do games... Ciri is pure motivation!
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Etabubu



Joined: 15 Apr 2008
Posts: 5
Location: Iceland

PostPosted: Fri Apr 18, 2008 4:32 pm    Post subject: Reply with quote

See?

Ciri is going to create many games! Ciri is going to make one game a week! Ciri is also going to create tutorials, examples, demos!

So we solved all your problems, Loover! Now, you just need to work on the new version! Smile

Etabubu
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Javier López
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Joined: 26 Dec 2007
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Location: Murcia, Spain

PostPosted: Fri Apr 18, 2008 5:01 pm    Post subject: Reply with quote

Maybe Ciri can also work in the engine, so I can relax and to live free into the wild.

Seriously, I'm just asking myself who is going to be the first one in showing the first game/prototype.

Come on!
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ZCCdark203



Joined: 14 Apr 2008
Posts: 9

PostPosted: Sat Apr 19, 2008 6:02 pm    Post subject: Reply with quote

Loover wrote:
Seriously, I'm just asking myself who is going to be the first one in showing the first game/prototype.

That will be indeed very interesting to see. What kind of game/prototype we may see is maybe more interesting, though. I can see IndieLib being used for many different projects. I'm really wondering what kind of game/prototype we'll see first.

Also, I wanted to say that list with upcoming features looks quite good. Smile
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Javier López
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Joined: 26 Dec 2007
Posts: 513
Location: Murcia, Spain

PostPosted: Sat Apr 19, 2008 7:42 pm    Post subject: Reply with quote

Quote:
That will be indeed very interesting to see. What kind of game/prototype we may see is maybe more interesting, though. I can see IndieLib being used for many different projects. I'm really wondering what kind of game/prototype we'll see first.

Try yourself! You can be the first Very Happy

Quote:
Also, I wanted to say that list with upcoming features looks quite good.


I hope it's going to be more than just a list Very Happy

At least thanks to tape_worm the bug about the window crashing when chaning resolution on windows vista it's already fixed! Hurra to tape_worm! Very Happy.
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lubos



Joined: 19 Apr 2008
Posts: 4
Location: Slovakia

PostPosted: Sat Apr 19, 2008 10:17 pm    Post subject: Reply with quote

I can offer some motivation too Very Happy the 1st thing for me is an opengl renderer, then GUI and particle systems. I'm going to explore engine code a bit more, and maybe start a serious project with it Smile
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Javier López
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Joined: 26 Dec 2007
Posts: 513
Location: Murcia, Spain

PostPosted: Sat Apr 19, 2008 10:33 pm    Post subject: Reply with quote

Quote:
I can offer some motivation too Very Happy the 1st thing for me is an opengl renderer, then GUI and particle systems. I'm going to explore engine code a bit more, and maybe start a serious project with it Smile


Yes! That's the spirit!
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highway900



Joined: 01 Jul 2008
Posts: 1

PostPosted: Tue Jul 01, 2008 11:58 am    Post subject: Reply with quote

love the idea of ibdielib though I use linux and and would looove to see an opengl renderer in there.

great work!
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