The goal of this project is to produce an open source remake of the classic game Hardwar that will be operating system independent. The aim is to stay as close to the original with only a few minor changes while trying to keep the Hardwar world as dynamic and re-playable as possible.

Weekly dev update #11

February 8th, 2010

These past three weeks have been pretty good. I took two weeks holiday as I mentioned in my previous update and this week I have been working on the save functionality of the game. Currently you can move and place buildings, however without being able to save your layouts the whole thing is totally pointless, right?

Well hopefully not for long, I have been working hard on getting save functionality working. Current I’m still having some problems, but progress is being made.

Zeljko Lazic who is a music producer submitted a music soundtrack for the game. He has included two different versions for us to use. Please comment on what you think.

Weekly dev update #10

January 11th, 2010

Last week I took some time off the project to catch up on some things that I needed sorting out at home. There will also be a lack of updates for two more weeks as I go on vacation.

For the last two weeks I have been working on the save functionality on the server side. Now that we can place buildings down we need a way of saving them so when you quit the game you don’t loose of the hard work you put in. I’ve already added the code however there are bugs that need ironing out before I can commit it.

Kilagain has submitted another piece of concept artwork on the large moth designs hopefully we’ll be able to use it to come up with some real models.

Weekly dev update #9

December 28th, 2009

Happy new year! No rest for me this holiday as I have been busy cracking out code like there is no tomorrow. This week I fixed a long standing bug with buildings not appearing correctly upon starting up the game as well as some other small fixes. I am currently concentrating on saving the buildings to file server side.

I have also been planning the release roadmap for the project which you can see below or if you have Google wave can view here. Unfortunately Google wave is not viewable to those without an invite. I am not sure why this is because I have found it very productive for quickly brain dumping things that needs collaboration so it is a shame I can not let you view it. If anyone wants an invitation I can give you one, if you post on the forum and get involved with the project.

Hardwar feature road map preview

I decided that for our first release it should just be something simple that lets people join a game, add, edit, delete buildings and then save them. You will notice that in the 0.1 release flight is not there. I think if I added flight code to the 0.1 release it would delay things a lot which is why I put it in 0.2. I’m hoping that by the time I start working on 0.2 we will have a few artists perfecting the building models and world map. Even if we don’t it still allows people to start making their own levels.

I put down “advanced building piece loading” for the 0.1 release because there needs to be more information associated with a building piece such as does this piece have an airlock, if so where is the airlock suppose to be, which materials (textures) can be used with this piece and so on. It might seem like a waste of time to some people however it think it’s better we get this done right before proceeding on to more difficult tasks and making a mess of the whole thing.

You will also notice I put down “shader editor” however I think it’s the wrong word to use. I want to put in a tool which allows you to reload the materials and play with the shader variables. I think this would make things easier for artists and myself when trying to get things to look right. The only other alternative is to continuously exit and start the game to view your changes, not cool. I do not think it will be that difficult to implement so I decided to put it in sooner rather then later.

Weekly dev update #8

December 21st, 2009

This week saw an explosion of work from multiple contributors.

Kilagain submitted some rough concept art for “moth” designs. A moth is the name of the flying vehicles in the game. I also started a discussion about the new kind of moths I’d personally like to see in our remake.

I finally managed to debug the code I had been working on for two weeks and merged it into trunk. I also spent a lot of time internally restructuring the server code. It is easier to add functionality to the server now, however I’m still not satisfied with the design.

Along with my code updates there has been an effort to get a windows build working again. I also spent some time rewriting some of the cmake scripts so that they would generate a correct visual studio project file as well as updating the windows documentation. It’s still an on going task however as there is quite a variation between the library versions.

Weekly dev update #7

December 13th, 2009

This week I slavishly hacked away at the code with little success towards fixing the errors I have been having. Fortunately not everyone was as unproductive as I am. Ville pitched in with a new main menu design as seen below.

mainmenu design WIPI believe this is still very much a work in progress however the results so far are much better then I could even think about. It might seem like a main menu is such a trivial thing, however the aim for this project is that every part of it is as good as it can be.

The main menu is one of the first things a player sees when starting your game so giving a good impression helps to create a much better overall experience. If you would like to join in feel free to contribute your ideas on our forum.