W e l c o m e
Welcome to the Home of SABlaster
Computer games were my first attraction to computers and since
then I always wanted to write one. My inital work in this
direction was a clone of Flying Shark which I implemented up to a
quite advanced level on a C64. Then the C64 platform died and I
was going on and my next platform was a Acorn Archimedes
A3000. There I had to learn that this machine did not have
hardware support for sprites like the C64 did and I implemented a
sprite engine which was a graphics to ARM assembler compiler. I
hand optimized every instruction and the results of this effort
were quite impressive. I actually never found the time to port my
C64 Flying Shark clone to the Acorn because I started my studies
at university. But I never lost my idea of writing a computer game
out of my eyes and over the last year whenever I had some spare
time I tried to improve SABlaster.
So after this long "Blah Fasel", what is SABlaster?
A n o t h e r W o r l d D o m i n a t i o n
P r o j e c t
SABlaster
SABlaster is meant to be several things:
- first of all SABlaster is a game project written in C++ and
targeted for the Linux and Windows platforms. It is a clone of the
well known bomberman
type of game.
- second, SABlaster is meant to be
a library integration project, where I test the compatibility of several different
libraries and technologies like the
- as a third point SABlaster is meant to be a design study of using patterns and object oriented methods in game programming
- and finally as a long term aim SABlaster should be used to
compare the object oriented design methodology with functional
programming design methods by reimplementing the game in different
functional programming languages like Haskell, Lisp and SML and having
a direct comparison of the different game sub modules.
At the moment the game has already:
- A menu system
- An integrated scripting language (mzscheme)
- A playable game with a maze, players, bombs, extras, ...
- And an initial version of a network interface.
The things that remain to be done:
- Game graphics. The projects desperately needs a graphics artist.
- Game sound and sound effects.
- And a cool intro.
At the moment the development is done on MS Visual Studio v6 because
I made the experience that projects are easier to port from MSVC
to gcc than the other way round. Sounds strange, but because MSVC
has so many limitations and areas where it does not conform to the
C++ standard it is easier to first write the code with the weaker
platform and only later port it to gcc which suports a superset of the
functionality of MSVC.
There are no binary packages and screenshots available yet, because the
graphics is still missing, but if you would like to get a feeling
of what the targeted aim is have a look at
MasterBlaster.
If you would like to join the project I'll send you a CD with the
whole development environment set-up correctly. If you are a
graphics artist and would like to join the project then I'll send
you a prebuilt binary which you can use.
>>Back to the project page.
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