The Blender Game Engine is a component of Blender, a free and open-source comprehensive 3D production suite, used for making real-time interactive content. The game engine was written from scratch in C++ as a mostly independent component, and includes support for features such as Python scripting and OpenAL 3D sound.

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Blog RSS Feed Report abuse Latest News: Starchild Status A: January 2015

About Starchild with 0 comments by Tsukigames on Jan 30th, 2015

Edit: I have received observations regarding the english grammar for the game text, I will check it out.
Edit 2: Small update to this profile cover and boxart

Salutations space adventurer, this time this status report is special, why? Because the project achieve a new milestone, which was for it to work in a stable manner from the game scene 1(the initial setup) up to the video before the true gameplay starts, the one I will now do and is the last part of the development to have a decent demo.

As for this whole part, the focus will shift from coding to arts. Without further delays here is the video, to see all the details watch at youtube with a greater resolution and player size:

Also, not sure if I already posted this, but here it goes, note which 4 stars for a work in progress project on steam isn't that easy to obtain:


Music Progress

The casual music 3 was already co-composed by the musician David Nyman, it used as base an old project music I composed, with it we have 3 casual musics and will no longer have more.

Usually I would already go to the game "danger musics", but I will instead remix the other two musics, as up to now I was still trying to get the music style I wanted "right", and I got that with track 3.

The musical progress of the game was not something rigidly defined, but a gradual process. The general, vague music concept was already in my mind long ago, it led me to artist David Nyman music "Strictly Business", the first music, bought already finished.

The second music was made entirely upon request, with it the music artist understood better my goals and I understood better his way of work. As an experiment to define the music concept, I asked for this music to be a bit more "diluted" than the last one, meaning it would have less sound activity per minute, resulting in a longer music, the goal was for the music to not get tiresome after several plays. As example there are "Diablo 2" and "Fallout 2" soundtracks

For the third track I asked for a greater usage of the "diluted music" concept to see what would happen, when I saw the results I then knew the game music concept was finally fully defined, in the worlds of the music artist "a less dense music, a mix of sfx with music, a soundscape"

Programming

Now let me tell you about the part you do not see of the game but is very important and hard, which is programming, or coding.

Usually a single indie developer like myself code something to "just work", which means the code will not be fast and will be unnecessarily complex(and bug prone), as time pass we simplify this "cluttered code", making it easy to understand, use, immune to bugs and faster. But for each new code included, the cycle restarts, that is why a software is always releasing patchs, this only does not happen when the project is dead.

Other important factor is my experience as independent programmer, with my current experience which grew together with the project, it is easier to produce a much less brute starting code. If you are curious the project is coded in Python due to easy of use and its executables are coded in c++.

In preparation for coding the last part of the game for a demo(the true gameplay) I had to standardize the way the game code operates, this time I will share with you a bit of what I had to do:

  • Optimized the code of the game timers component(module), and fixed a bug where if it was requested for all the timers to be removed(when a scene changes) there would be a delay in the true removal.
  • Optimized the code for the game tasks module
  • Non menu videos(like the logo and intro ones) are now considered a separated scene, having their own scene files, if it was the best course of action only time will tell.
  • The menu "campaign settings" was coded in the main menu scene
  • The game input, animation and player modules codes where optimized.
  • The game gui code was revamped in the way it works, it was also optimized and its bugs fixed.
  • Scene files are now more read than write to, the goal is for them to only be read by game, write should be done somewhere else.
  • Duplicated code was removed
  • Code which should belong to a module(ex: graphics module) but were done at other(ex: input module) were put at their right modules for organization.
  • Some game files and folders were renamed or moved to other places, some were merged into a single file.
  • The game sound code was finally done.
  • Many smaller bug fixes

It is not related to coding, but I also made some additions or changes to the game arts(video, menu, etc), I even added a new hair type at character creation.

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Post comment Comments  (10 - 20 of 36)
Tason
Tason Jan 3 2012, 1:44pm says:

This may sound stupid, I know, but do games require engines to work????

+3 votes     reply to comment
Guest
Guest Jul 30 2013, 5:14pm replied:

Yes

0 votes     reply to comment
SolarLune
SolarLune Jan 7 2012, 1:03pm replied:

What do you mean? Game engines usually provide and handle features that you would have to make yourself. For example, the Blender Game Engine handles displaying objects, physics, and scene loading and unloading itself, so you don't have to worry about it.

Games don't require engines to work, though. You could make a game without a pre-made engine (just some frameworks for drawing things and taking input, for example).

So to answer your question, no, games don't require engines to work. However, most games are powered by game engines - you've seen the "Powered by Unreal" screen when you start up some games, right? The Unreal Engine is a game engine - it 'enables' the game. Also, engines don't have to be 3D - Game Maker and StencylWorks can also be considered game engines.

+7 votes     reply to comment
DJDnB
DJDnB May 1 2012, 12:07pm replied:

meh??? engines are not required to make games??? I've always thought engines are what games are made with... If there's no engine, how are the physics, lighting, etc. emulated?? I'm confused =S

+3 votes     reply to comment
Guest
Guest Jul 9 2013, 8:12pm replied:

The game engine takes out a lot of the hefty lifting basically

+2 votes     reply to comment
SolarLune
SolarLune May 4 2012, 1:25am replied:

What I meant was that you could make a game without a pre-made engine to handle the physics, lighting, drawing, input, and sound. Commercial engines are generally easier to use than writing a game 'from scratch'.

If you were to use a framework, like SDL or OpenGL and Bullet, then you wouldn't have to worry about low-level code (handling audio or manually dealing with 3D or physics). Frameworks don't usually have all of the features of a full game engine, but rather have only some of them, and usually require at least some coding to work with. There are also frameworks that, while requiring coding to work with, have many or even all of the features necessary to make games, like PyGame or FlashPunk, but aren't fully featured game engines like Unity or the BGE.

Engines (other than custom-written ones), on the other hand, are usually pre-made to run out of the box. Examples are UDK, Unity, RPG Maker, Game Maker, and the Blender Game Engine.

+6 votes     reply to comment
Devil_Diamond_Games
Devil_Diamond_Games Nov 17 2012, 5:35pm replied:

Yes you can make a game without a premade game engine, but having one would make the job easier, but if you don't you would have to write all code for the game yourself

+2 votes     reply to comment
DJDnB
DJDnB May 6 2012, 10:42am replied:

aaaahhhhh, I didn't know that when using the word 'engine' it refers to a pre-made kind of software, hmmm... interesting, you seem to know a lot! (and thanks btw)

+2 votes     reply to comment
SolarLune
SolarLune May 6 2012, 1:45pm replied:

I don't really know much of anything, honestly. I just meant pre-made engines; you could write your own game engine if you wanted.

And no problem.

+2 votes     reply to comment
DJDnB
DJDnB May 7 2012, 1:00pm replied:

heheh, I find all of this so cool but my computer right now is so crappy it lags when playing youtube vids so I may try out the BGE when I get my new computer maybe this summer ;P

+2 votes     reply to comment
Urfoex
Urfoex Nov 29 2011, 5:04pm says:

Would be nice to have a BGE group @Desura , just like Unity / UDK / Cry DevGroups.

+3 votes     reply to comment
SolarLune
SolarLune Jan 7 2012, 12:58pm replied:

Agreed. That would be nice to have.

+2 votes     reply to comment
bassetfilms
bassetfilms Mar 14 2011, 2:46pm says:

Hi I'm wondering if you are aloud to sell indie games you make with this
engine. Please respond as soon as you can.

+3 votes     reply to comment
TheDiddyHop
TheDiddyHop Mar 14 2011, 4:45pm replied:

Thats something i want to know too!!! someone answer!!! please

+3 votes     reply to comment
SolarLune
SolarLune Mar 17 2011, 5:33pm replied:

Yes, you certainly can. The only possible problem is that the BlenderPlayer (the executable) is GPL licensed, meaning that if you bind your game in with the player, then your game would also become GPL licensed. You can surpass this by simply keeping your game file external from the executable and loading it at runtime via a simple logic brick, or by using an encrypted alternative, like the BPPlayer.

+4 votes     reply to comment
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Highest Rated (3 agree) 10/10

I have used before many engines, such as Dark Basic, game maker, rpg maker, Blitz3D and Panda3D. The Blender game engine has an excellent workflow(inside the 3d program), has a easy, acceptable fast(not fast as C++ thought) and largely supported programming language(python); is free; packed with features; is still actively maintained(more by the community than blender.org devs thought); has many kind users and exports the game to Windows, Linux and Mac, and maybe in the future Android. I constantly…

Apr 23 2012, 2:24pm by Tsukigames

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