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"


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  (20 - 30 of 36)
AmDDRed Mar 12 2011, 8:58am says:

Is this engine user-friendly, and does it allow to make strategies like "Homeworld"?

+2 votes     reply to comment
SolarLune Mar 12 2011, 6:08pm replied:

With Python as the programming language (or even just using the simple logic bricks), strategy games are indeed possible.

+2 votes     reply to comment
blackmodeler Mar 12 2011, 11:08am replied:

It is as user friendly as you make it, supports scripting via visual editor + python
and it is to my understanding that games of similar nature to"Homeworld" are very much possible.

+2 votes     reply to comment
The_Dark_Mushroom Mar 10 2011, 8:44pm says:

This is rather awesome.

+2 votes     reply to comment
PlanetKiller Feb 22 2011, 5:21pm says:

Is there a group for people who use Blender?

+2 votes     reply to comment
Flash112 Jun 1 2011, 10:47am replied:

Yes there is! you can search on moddb "Blenderheads" or simply "Blender"

+2 votes     reply to comment
(LONEWOLF) Feb 16 2011, 2:42pm says:

I am in the process of creating a first person shooter with the BGE if any body is interested please send me a Pm

+2 votes     reply to comment
(LONEWOLF) Feb 17 2011, 4:50pm replied:

wolf pack games

+2 votes     reply to comment
SolarLune Feb 3 2011, 2:15pm says:

The BGE is actually exceptionally powerful, especially if you use Python to program with it instead of the simpler, but less powerful Logic Bricks. I would highly recommend the BGE if you would like to make 2D or 3D games but don't wish to learn the base parts of a 3D game engine (like displaying 3D models or using advanced physics).

+2 votes     reply to comment
booman Jan 3 2011, 3:00pm says:

I'm using Blender again for converting models. So far I can export my Sketchup models as OBJ or DAE and then open them up in Blender, but it doesn't convert the UV coordinates....
I would prefer ASE and have found export to ASE python plugins but there isn't a working ASE import plugin

+2 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 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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