If you visited my blog since some time now, you would notice that what I have said sometime it’s not gonna be true.
Yep, i dont have time to accomplish all the stuff that came out from my mouth, sorry again.
Anyway, right now I have a good project with my teammates, it’s Imagine Cup 2010: Game Design.
I have missed the first kick in the year 2009 with late submission (i still remember it’s only 1 minute from time!!). That taught me alot about the TIME. Till then, I have decided to get involving again by put out our old idea of Fantastic Junk and polish in the new sense !!!
But this time, no more about Haxek engine that powered it in that time (created with Java), I have just finished created a full-support (at least in my sense = =!) 2d game engine named “Wekarusung Engine”. Since I have developed RealKo engine for such a long time now, and some good components are still there in my first miss kick named “My World”, I could grab those good features and combine them together into this new engine.
I spent about 2 days to finish this Wekarusung Engine. The good architecture from RealKo, and core animation 2d classes from My World could enough do the job for me. By modify, and fix some points that are not clean and neat yet, enhance it a bit to suit more for full 2d game thus that’s the job for Wekarusung.
Also about 2-3 hours ago, I collaborated with one of my teammates “Mok” to develop AI library to be used in Wekarusung Engine. I let him do the job of creating this library, for me game engine and core game programming could take my time away.
But it’s good idea though to let someone who specialized (or least to say interest to) to do that whole job full-time without worrying about others, we then can combine them together. That AI library is designed to help out the calculation process of the prediction, and movement control of entities existed in Wekarusung. So they can switch states and choose the appropriate behavior calculating the next position or action to do. The first initial attempt to combine them together is very good. Mok and I collaborated to produce the result that “Worm” will go to the nearest junk available (also the junk can pop in real-time) with its unique speed and acceleration. After we saw the result of behavior, we could even think about the new kind of enemy or monster to interrupt the player from collecting the junk!!
More to be developed for this game, although the name is not decided yet, but along the way I am still sure we will blink one.
I have included the features of this Wekarusung Engine just for you interesting to look at. I have successfully tested it for the first attempt already, and it support the basics of what 2d game should have.
Later on I will post some information about our Wekarusung Engine.
Thanks for coming by.


