STAR CANNON: INVASION FORMATION
by tocky, compound, EEsotericThis was our first game, we tried to make a whole bunch before and they never worked out. I'd never finished anything on my own. Neither tocky or I had really worked in 3D before. All in all, we broke a lot of ground for ourselves here as individuals and as a team.
Now I might have a useful contribution here, I used dlmalloc and it worked great, I can recommend its usage.
So let's say you have a factory, like this one here:
All it takes is a simple overload like so:
And there you go. Dlmalloc is able to handle deallocation and reallocation of several thousands of objects in a single frame on my shitty laptop without sucking any memory from the OS.
Easter Egg: Korg DS-10 was used in the production of the sound effects, it's something I've been wanting to do for awhile... It's got a wonderfully crunchy and versatile saturation circuit in it with which you can do some hard, beefy kicks that are great to stick under impacts and explosions. SFXR was also used extensively.
Development time was 4 weeks, almost to the day.
What went right: - Successful collaboration
- Made a 3D game/engine
- Looks/sounds/plays pretty good
- Cockpit turned out nifty
What went wrong: - Engine was created during game development, debugging and fabrication was a time sink
- A lot of unique & creative assets that weren't used
- More of an experiment than a game
- There weren't any giant Lanmolas flying through the air
Pictured: Lanmolas conspicuously absent from SC:IF