It’s been a while, since we wrote anything here. Yeah, we know it’s bad, but last 3 months were very busy for everyone of us, leaving very little spare time. And we’re trying to use this time to improve the game engine instead of creating something we can show right now.
We decided to concentrate all our efforts in developing a simple, but reliable toolset, which will help us in the development of OGS Mahjong 2 and Shuan.
If you follow Michael’s YouTube channel, you’ve already seen some simple videos of our material and action systems.
I want to tell a bit more about them.
So, after the release of OGS Mahjong 1.1, we decided to start from scratch. We switched from Ogre3D to OpenSceneGraph, we tried several GUI libraries (but we’re still going to stick with CEGUI), we started to use Python as the main scripting language.
So right now, we have:
- Action system (inspired by Cocos2D)
- Material system with lighting, shadows, bump mapping, normal mapping and some other features (we’re planning to add more with time)
- PINI – our own plain text file format for describing scenes, action sequences and materials (inspired by Python and INI)
You can see some of the features at work in these videos:
Our new engine runs on Linux and Windows. It should work on Mac OS X, but we don’t have any Mac to test it properly.
Right now, we desperately need someone to take the role of the concept artist (and, maybe, the art director), because technology doesn’t define the picture, art does.
Meanwhile, we’re trying to put together some kind of demo, in order to show you all the things our engine can do. And after that, we’re going to focus on making OGS Mahjong 2 and Shuan.
We’re still sure, that making two projects at the same time is a good idea. Mostly because we can do a lot for OGS Mahjong 2 without having an artist, while Shuan needs one.
That’s all for now. Thank you for your attention and see you soon.