Intro
Need I say any more?
Well, it all started when I recently started messing with a spectrum emulator, the second game I tried had to be Dizzy, not the first, because I used to have a major addiction to 'Rockfall', similar to 'Bolderdash'.
I've been messing with Dark Basic for about a year now, but after a Hard Drive crash and I lost almost everything. and I couldn't be arsed to start everything from scratch.
So while I was bored at work, I started thinking (in detail), how I could use Dark Basic to create a 3D version of the classic Dizzy.
That changed to Blitz 3D after some problems (See Below) and the game is well on its way.
Update
Hi Dizzy Fans,
I was forced to put this project on hold at the end of March, mainly because I was running out of money, and so needed to find a job. Dizzy was taking up almost 100% of my time which left me without any hope of finding a job.
The good news is I am now employed by the eggcellent people at The-Web-Works, as a website designer/programmer. Now that the money problem is solved, or soon will be, I can get started on 3D Dizzy again, "Yahoo!!".
I'm going to start off slow as I'm still a bit knackered from getting up at 6:30am everyday. As the game stands now we have ;
A Playable Introduction Sequence
A Staging Area, to gain access to the 3D Levels
Treasure Island
Fantasy World(Half Finished)
The game still needs the following before its finished ;
Magic Land
A Strange World
Zacks Castle(This is going to be huge)
Some Major Engine Upgrades(Save/Load Game, Full Menu)
A Fully Playable Demo(before the main game is finished
Basically what I'm saying is we have about 41% of the game finished. Now I only have weekends and bank holidays to work on it, progress may be slow, but progress will be made. I'll update the diary at the end of every weekend that i do some work on the game so you can see the progress.
Thanks for your Support and Patience.
Diary
I've finaly got around to updating the Diary section of the website, Feb and March 2005.
Yolkfolk Renders as Promised
Hi there, I will soon be updating my graphics site with this information but here are the Yolk Folk as tehy currently stand. (please note im overlooking Danny and Dora... i never really acknowledged them. All of the rest had something unique.. they were just.... THERE)
Just a note to fans
Give us your input, post a comment in the comments section. This site is now generating 30 or so unique hits per day (obviously not factoring in dial up users) its be nice to see some comments :)
Progress
Me and Mozzy have had a successful meeting today and got the storyline, puzzle list and basic layout design sorted for the second major level in the game. The level includes a mine shaft, castle, tree house complex and dragon and amongst other None Player Characters will include Grand Dizzy.
As for coding I've sorted out the two last major flaws in the game engine, unstable collisions detection on complex 3D Studio Max Models, for example the galleon or castle, and the inclusion of fully functional moving platforms, like lifts and boats.
I should be updating the screenshots section later this week to include some shots of the current game engine and the current level design. Mozzy's been working on the NPC, i.e. the yolk folk etc, and should be including some renders of these within the next week.
Bug Fix (FINALLY!)
I fixed an annoying bug today with the graphics which has been plaguing this project for MONTHS. The bug (which i now know is common in 3ds max/ blitz 3d crossovers) stops mirrored objects from being displayed correctly and inverts them. The shot below should explain everything...
Its SO great being able to play the finished elements with dizzys gloves having the shadows in the correct places and facing the right way! FINALLY!
New Graphical Developments
To try and show how much the game has progressed without giving away screenshots i have begun over-hauling the graphics website. Dizzy fans should swing by there and see some graphical progression. All those loosing faith in the project HANG-IN-THERE!! its worth it i promise!
Latest
Well I got board playing computer games a week or two ago so I started back on Dizzy. The last update said i had just finished (puzzles and basic layout) the Treasure Island aspect of the game, which include a small town, a galleon, a ship wreck and more palm trees than you can shake a stick at.
Well I’ve started on Fantasy World now, I have a castle finished, a tree house complex and oh yeah A FIRE BREATING DRAGON!!I don’t have any puzzles or storyline added yet, that’s goanna happen in the next week or two after the next major meting me and Mozzy have about the game.
I'm trying not to spoil the game too much for you by adding hundreds of screen shots, level layout diagrams, and puzzles solutions but I’ll see if I can find some interesting aspects to show you, for proof that the game is indeed progressing.
Update
Hi All
All Dizzy fans will be happy to here that 3D Dizzy is not dead, i had no choice to put in on hold while I finished my final year at university. I'm Planning on taking a few months off from doing anything remotely work related, with my main focus on Dizzy.
When i left off last time I had almost completed the demo version of 3D Dizzy 3.5, but was having game speed issues. After starting on the full version of the game it became apparent that Dark Basic was the main problem with speed, as it only seems to be designed for small games, very low polly games. I tried re-writing the engine in Dark Basic Pro thinking that the pro might stand for professional, I was wrong. I had almost exactly the same problems.
"It was suggested I lacked the programming knowledge to create the perfect world". So when i started having a look about the forums to get some tips on speed optimisation i found out that everyone that was trying to do anything large scale was having the same problem and some of the more experienced game creators were suggesting that people scrap Dark Basic in Favour of Blitz 3D.
I've since Downloaded the Demo Version of Blitz 3D, which seems to do everything the full version does, apart from create exe files and a code limit of 16k, not important for this project.
Well that was two months and now I'm happy to report that the full version is going very well. I'm using silly numbers of polygons with virtually no slow down, unless I add more the 20 high polygon trees (with leaves) into a very small area.
So After Two months of work, the third version on the 3D Dizzy Engine is complete (subject to further updates) and I've moved on to level design. I have the basics of an intro for game, a portal level that allows dizzy to travel between worlds (Magicland to Fantasyworld for example) and the basic outline of the first world for Dizzy to Explore in 3D, Treasure Island.
I'll try to keep the Diary up to date, but its going to be a weekly update instead of a daily one, as that takes way to much time.




New Website
Due to unforseen curcamstances i've lost the entire old website, including all comments diary entry's and screenshots(not stored on my local computer). This does not make me happy :( . I've also had my email tempareraly disabled which is also a bummer.
I'm currently upgrading the website to use an open source content management system. Its far from finished and i'm still not 100% sure what I'm doing.
All done for the time being.
Gepps