Hello all. Some of you may be wondering where the next version of claymod is - I will post a small update soon. Just some fixes at the moment. BTW, I also saw that Blender may be incorporating the Sculpting tools of Sharp Construct. Check out this video
Here. This is exciting because I am using Blender right now and it would be nice to have everything under one roof. Right now I am focusing on another area which is getting a scriptable game engine running. I chose GameMonkey script and Ogre3d for my game engine. Why choose Ogre when I already know the Irrlicht engine? Well, it became clear to me when developing Claymod that Irrlicht doesn't support bones animated models and normal mapping at the same time (which was my whole reason for developing claymod). It would be possible to add support for it, but I didn't really want to spend the time doing that. Ogre also has support for a lot of things that irrlicht doesn't yet, like full screen compositor effects, better shadowing techniques and in general is more up-to-date graphically and less limited. Irrlicht still beats Ogre in terms of ease of use and easy to understand design. It also provides it's own collision detection and GUI routines and is evolving rapidly. They are both good engines, so it's a difficult decision.
Anyway, back to the scriptable game engine. A thought I had a few months ago was that the process of making a rich action game could be greaty simplified with the right kind of scripting. An event driven model might be ideal. For example, an exploding bomb may produce a 'damage' event and a 'fire' event. Any objects near the explosion would recieve the events. If they are flamable they would set themselves on fire from the 'fire' event, otherwise they would ignore it. The player may produce a 'trygrab' event to try to pick something up. If an object can be picked up, it may produce a 'grabbed' event that the player can recieve and then the player will pick up that object. The goal is a de-coupled design that could possibly allow common behaviors to be shared between objects.
Another advantage of scripting might be the realtime testing of your scripts and levels without recompiling the game engine. It would be great if you could drop down a couple enemies in a spot and press play right away to test it out. This could be really helpful when designing and debugging new game objects.
Scripting could also allow for a more bug-free experience. In addition to providing a well tested interface to the (more dangerous) game code, scripting errors could simply be ignored instead of interrupting the player's experience.
GameMonkey script is nice to me because it shares a lot of similarities with Actionscript which I already have a lot of experience developing games in. I'll post more about this in the future.
What type of game will I make? For now I want to make something easy to get more acquainted with things. I started making some stuff in Blender, which I am finally starting to get good at (there's no turning back and using a real 3d program now ;). Here's a guy I made
here. I'm thinking of some kind of soccer type thing.