Hello fellow gamers!
As you may remember, I have posted on these forums about a game that is being programmed right now. For those of you who don't recall the thread, it's located over here.
And as the menu system for the new game is starting to become something useable and perhaps even enjoyable, I thought it would be the right time to give all of you an update and explanation of the game. As you can read in the other topic, this game is going to be a space fighter simulator. More information is provided in my previous posts about this new game. Here, I will write down a basic list of features, without going into detail about the actual gameplay and storyline.
--- Audio improvements ---
This game, codenamed Excalibur, is one of the first audiogames to introduce Microsoft XAudio2 to the visually impaired community. This cross-platform audio engine is the replacement for DirectSound, which is becoming incomplete, slow and obsolete for modern game development. XAudio2 works on Windows and XBox 360. Excalibur will be using the Windows side of this new API to bring gamers high-performance audiogames with extended features, including realtime sound effects such as reverb or flanger. And all that without having to worry about the compatibility of your gaming system: Excalibur will run on any computer that has an up-to-date version of DirectX 9.0c or newer.
--- Stereo versus 3D ---
Even though XAudio2 and modern soundcards offer great support for 3D-audio, I have chosen to stick with stereo sound for this project. Stereo sound is still the number one choice for gaming with headphones, and users who prefer gaming via their speakers do often not have a full 3D-set. Furthermore, stereo audio allows more control over the exact position and characteristics of a given sound. And of course this approach makes sure that Excalibur is compatible with older sound cards too.
--- Performance ---
Slower computers are not excluded from running this exciting new title. The fact that Excalibur is programmed in unmanaged C++ makes it a lightweight application for the more powerful computers, while older systems can still run it smoothly with all audio playing at the most realistic level. The whole program takes only up a very tiny amount of CPU time, making it possible to play the game on a notebook without worrying about your battery life. Memory usage is not more than that of any other audiogame, so your existing gaming setup is perfectly suited for the upcoming release.
--- The future ---
This project is built upon the CrystalSpire game engine. This backbone, written in unmanaged C++, is responsible for all the great features and capabilities of the game, as described above. This engine is still in development, but will also be used for any future projects. This means that, despite the slow progress of Excalibur, the completion of other games will only take a short period of time.
--- Current status ---
The current status of CrystalSpire and Excalibur might seem a little disappointing. The menu system is implemented in a basic way, allowing the user to arrow up and down through his choices, pressing enter to select an option. Also, various hotkeys have been added, such as home and end for navigating quickly through large menus. This means that both the sound engine and the input engine are fully operational. They may need some fine-tuning and optimisation, but they are functional. So after implementing the saving and retrieving of game settings, there will probably be a demo MP3-file to show off the various features.
Once again, the gameplay and storyline have been described in a seperate brainstorming topic already. Read this if you want to find out more about Excalibur, a breakthrough project.