Now it was time to create more assets for the game like trees, stones and pathways.
To progress at my work I had the idea to make this project public. Feel free to contact me if you want to contribute in any way.
Yes, for the first time ever in the history of this game: sound effects and background music exist.
The game needs an user interface! So it was born.
Next big things were some really 'big' models like the animated windmill or fences, flowers etc.
A new field opened for me as I began to start using GLSL for some effects. That was fun.
As porting was finished at this time it was clear that I'm using Blender and Wings3D for all 3D stuff. I love this creative side of game development. Had to refresh most of it relating to uv mapping and using Blender.
Much unpleasant work of porting old C# source code to C++ and getting used to C++ again. Not easy if you haven't coded in that language after a long time. Improving, and refactoring the code while porting.
As time runs by I realized some other guys sooner had finished that same idea in 2014: Dynablaster Revenge. A new idea was born in no time. Lets do a jump'n run.
Randomly stumbled upon my old work. Thought it would be cool to give it a revival. Lets see how Irrlicht Engine has developed. Frustated by the fact that IrrLime Wrapper was not maintained anymore, and for various other reasons like portability. New motivator was also the new version 1.7 of Irrlicht.
Development of all necessary things for two players was finished after 6 month of work. Some old screenshots:
Two stages existed, one animated bomberman character. The AI was a part I never implemented because of other projects and interests. So lost interest after a while.
Thinking of making a game. Favourite character besides Kirby was Bomberman for me. No real 3D Bomberman game existed at this time for PC. Why not?