Cvs Tree



Release 0.02a
---Posted by redwagon at 01:49 AM on August 17, 2004

That's right!! We are releasing our second official build of the game, and the team has made some really nice progress over the past months.

Check it out:

Ares has put together a solid framework to manage the control of the customers and employees in the game. They visit the restaurant, find their way around walls, walk through doorways, sit at tables, take customer orders at tables, and cook pizzas. I can't wait to see some new character models and animations to compliment Ares' coding skills.

Also, All_Star25 has been making some nice strides with the sound engine. So much that we are able to provide some cool background music in the game, which has been provided by Alex Ford.

Last but hopefully not least, I have been able to complete the base framework for some basic Lua scripting functionally to manage the restarant furniture and appliances.

As always, do feel free to make comments or offer suggests in the project forum.

Status Update
---Posted by Ares at 08:51 PM on July 08, 2004

Work on the game continues to move along steadily. I am continuing to make progress on the simulation - bits and pieces of it are at a state of completion where they are working in a rudimentary way, notably:

  • the code that is used to guide customers from an entry point to an available table with chairs
  • the code for directing an employee to wait on customers sitting at a table
  • the code for directing an employee to prepare a pizza on a counter
While the game is still not near a playable state, some of our progress is becoming somewhat more visible.

Also, all_star25 has been making some progress on creating a working sound engine for the game to enable the playback of sounds and music using OpenAL and Ogg Vorbis. If you have any suggestions or ideas, or simply just have a comment about the game, please visit and make a post in our forums

May Update - Pizza Game
---Posted by Ares at 07:02 PM on May 16, 2004

There's a few interesting new things to show since our last update. Firstly, redwagon has done a lot of work on the new GUI. Also, we've gotten the game working with the newest version of OGRE, the graphics engine that we're using for the game. The most notable improvement in the newest version (0.14) is the addition of various shadowing techniques.
Both the new GUI and the addition of shadows can be seen in this screenshot.
If you have any comments, suggestions, or questions concerning the game, please be sure to visit our forums.

March Status Update
---Posted by Ares at 10:51 PM on March 19, 2004

There's not a lot to report. redwagon has been busy with preliminary work on putting together the GUI that will be used in the final game. I've been doing a bit of work on some of the pieces of the simulation. In general, though, there has been progress - just not visible progress. Once redwagon and I feel that enough progress has been made, we'll likely release another (pre)alpha version of the game for anyone who's interested to try out. Just keep in mind that a lot of the work we're doing is stuff that is necessary but won't really be visible to someone just looking at the game. We'll keep you updated on any interesting progress; if you have any questions or suggestions please be sure to visit our forums.

Pizza Game February Update
---Posted by Ares at 05:07 PM on February 22, 2004

Firstly, I apologize for the month long delay between news postings. However, I assure you that this game is not dead, nor will it die in the forseeable future. Things are still moving along although, at times, we move along more slowly than we'd prefer. We don't have that many new things to report, as this past month both redwagon and I have often been unable to find that much time to work on the game. redwagon has begun work on the GUI system that will be present in the playable game, as opposed to the temporary GUI found in our current releases. I have gotten a little more work finished on some of the basic simulation stuff that is required for us to make available a playable game - not as much as I had hoped, but enough to keep us moving forward. That's about all the news I can think of, but I promise to try and post news at least a little more often than once a month.

Pizza Game January Update
---Posted by Ares at 11:39 AM on January 23, 2004

This is just an update to let you know what's been happening with the game.

  • I've begun working on the actual simulation for the game, involving customer and employee tasks. This is the stuff that will allow the employees and customers to act autonomously and perform their jobs - wait tables, cook pizzas, etc.

  • I've finished integrating the OpenSteer Library into the game. Entity movement and avoidance of each other now uses the library.

  • redwagon has integrated the latest OGRE release (0.13) into the game. (Ogre is the graphics engine that we're using).

  • We've also uploaded a new "Latest Build" for you to try out. We only have the Windows version up right now, and it doesn't include some of the things that I've mentioned above

First Linux Release
---Posted by redwagon at 11:16 PM on December 16, 2003

For the past month, the game has been completely compatible with the Linux Operating System; however, most of the developers are primarily Windows based users and supported the game only under the Microsoft platform until now.

Today, we are proud to announce the very first Linux version binaries of the project, which is still in the early development stages. They are available on the downloads page. We encourage those individuals who have any trouble or suggestions to post in the forum.

Pizza Game Update
---Posted by redwagon at 02:59 PM on December 06, 2003

Development is moving forward at a nice and steady pace.

The latest addition to the game is the embedding of glass windows into the walls. It is still a bit new and requires some additional work. Imagine if sun rays would cast light into the restrauant structure through the windows; that would look amazing.

We are looking forward to the next release of OGRE, an amazing open-source graphics engine. Hopefully one of its features will include the the use of shaders; then, we will have the capability of easily creating a richer game scene with realistic lighting and shadows.

And last but not least, we have been discussing the official name for the game, and we are juggling one title in particular. 'Pizza Game' has been a temporary reference to the project since its incarnation. So, bare in mind that the project will have an official name soon.

Status Update
---Posted by Ares at 12:54 AM on November 15, 2003

Even though it's been two months since our last news update, we haven't been slacking off. redwagon has implemented a lot of stuff regarding objects - you can now place various objects in the scene, rotate them using the mouse, move them again after you've placed them, and remove them entirely from the scene. Also of note is that the system that redwagon has come up with is very modular - an object can be added to the game by providing a model of the object and a text file describing the object.

redwagon and I also spent a good deal of time the last few days making sure the game compiled and worked properly under Linux. We ran into numerous problems at the code-level that needed to be resolved in order to have the game compile properly. Both redwagon and I were able to solve these problems, however, and got the game to compile properly. We've also had some success getting the game to run - we're having one particular problem, but that's most likely due to our relative inexperience under Linux, as both redwagon and I run Windows as our main development operating system. Nevertheless, we are absolutely insistent that this game run under both (at least) Windows and Linux: we hope that the time we took away from programming the game to make sure that there were no problems with the game under Linux reflects this.

Lastly, I have begun initial programming on the simulation engine for the game, so hopefully there will be more news regarding that in the weeks to come. If you're interested in the game, be sure to check out our (albeit somewhat dated)Development Release from September. Or, if you really want to see the more recent progress, check out our Latest Build. One caveat about the latest build, though, we cannot guarantee that it will be stable or even run, although in most cases it will be somewhat stable.

First Developer Build Release
---Posted by redwagon at 08:29 PM on September 17, 2003

In an effort to adhere to the traditional opensource software policy of "Release early, release often", we will provide links to a bi-weekly build of the game starting today. I must stress that these unofficial releases are the most recent stable developer builds and are far from complete, but they will show the progress of the game throughtout its development.

Download the Windows version!

Again, this build is a very early alpha. So far the game includes: building walls, applying wallpaper textures, applying floor textures, adding a few objects to the scene, and a robot that walks intelligently around in the game. Try trapping the robot in a room.

Also, I have added a few more screenshots to the website.

Still Chuggin'...
---Posted by redwagon at 02:35 AM on August 15, 2003

It has obviously been a whole month since our last news posting, so I thought it was definitely overdue for an official update on the status of the project. Unlike as it might appear, the project is still in active development and huge progress is made almost each day.

A few weeks back, we determined that our methods of generating a 3D scene with the aid of the OGRE rendering engine were inappropriate for the complex atmosphere we are trying to create for this game. Thus, application performance suffered heavily and required replanning and newer methods of interacting with OGRE to acheive the results we desire. Of course, this necessity has set us back a bit, but it is well worth the time and effort. In a relatively simplistic 3D scene, we would achieve about 30-40 fps. Now with the improvement we have made, we are able to create the same 3D scene under the same hardware and resolution running at approximately 90-100 fps leaving us with extra frames to kill to improve the game's overall graphical appearance.

So, that is how the project stands now. We are in good shape, the game improves each day, and we will definitely show some new screenshots within the coming weeks.

Pizza Game Status Update
---Posted by Ares at 05:06 PM on July 13, 2003

It's been a while since our last update and there's some new news and information. First, we have added a screenshots section to the site. Every once in a while, I'll add screenshots of the game to that section so you can easily track our development simply by looking at the pictures.

What are we currently working on? Well, yesterday I finished up the core of the pathfinding system for the game. After fixing numerous very subtle bugs in things related to the pathfinder (interestingly, none of which were in the actual implementation of the pathfinding algorithm itself) and spending much time with Visual Studio's excellent debugger, the pathfinder is stable and working. Collision detection with walls and doorways is working as well.

Johnny(mhead) has been working on things related to the "build mode" of the game. Already, he has basic wall placement, wall texturing, and tile texturing completed (with only one outstanding "bug" in the wall texturing).

Essentially, we are still working on much of the "core" game code, rather than the really game-specific things. However, more and more of the game engine foundation is being completed and implemented, and our progress has been very good. Check back once in a while - I'll try to update our progress more often. I'll also be sure to constantly add new screenshots to the screenshot gallery.

First signs of progress
---Posted by redwagon at 10:57 PM on June 19, 2003

Although the game is still in the very early stages of development, we have made considerable progress. It is actually starting to look like a real modern video game. We are so excited and are pleased to share a couple of screenshots.

In the first screenshot, you can see a model we borrowed from Ogre. Keep in mind that the screenshot does not convey the total coolness from watching the character walk in an animated way across the tile map. The screenshot also shows how the player is allowed to interactively place walls along the edges of the tiles indicated by the green semi-transparent wall.

The second screenshot shows the same scene. Notice the change in position and direction of the robot character. Hey! Arn't there a few walls in the scene missing?!?

Pizza Game in Full Development
---Posted by Ares at 08:25 PM on June 16, 2003

Pizza Game has been out of the design stage for about a week now and is under full development. We are currently making excellent progress - no problems have appeared in our design. While the game is still in a very early stage and there's not a whole lot to see, I have some screenshots of the game to share. Keep in mind that we haven't even finished coding the underlying framework for the game.

In screenshot 1, we can see an empty "tile map." The grid lines are drawn on for reference. What you see in the screenshot is the "empty lot" upon which you will be able to build a restaurant. Upon this grid you will be able to place walls, doors, furniture, ovens - all the things that are necessary for a pizza restaurant.

Screenshot 2 shows the tilemap after having several walls added. Although the walls are just white right now, in the finished game you will be able to apply a variety of different wallpapers to the wall.

The game will provide you, the player, with a free camera. What does this mean? We'll you'll be able to place the camera wherever you want in the restaurant. For example, in screenshot 3 you can see that the camera is zoomed out.

Screenshot 4 and and Screenshot 5 show two different views of the restaurant from "inside" and at ground level.

Be sure to keep in mind that this is a very, very early look at the game. However, we figured that it would be a good idea to show everyone what we've been up to.

Pizza Game Update
---Posted by Ares at 05:47 PM on May 27, 2003

The general game design for Pizza Game has been pretty much finalized and we have begun work on the technical design of the game. An object design using UML has begun to take shape and we've been slowly working through technical issues that we need to address in the design. What's taking us so long you might ask? Well, even seemingly "simple" technical issues can often become troublesome if we try to create a design that is both robust and flexible. We are, nevertheless, making excellent progress. But whatever anyone might tell you, or what you may believe - creating a game is not easy.

Welcome to the Pizza Game Website
---Posted by Ares at 07:53 PM on May 15, 2003

Born out of the Pizza Business Project, Pizza Game takes the concepts and ideas introduced in Pizza Business and takes them to the next level. Whereas Pizza Business is a text-based, turn based, non-graphical pizza restaurant management game, Pizza Game will be a modern, 3D, real-time game. The game right now has no official title; therefore, we have chosen to call the game by the name "Pizza Game" until we can come up with an appropriate name for the game.

Pizza Game has actually been in a conceptual development phase for about two months. Over the next few weeks, we hope to start finalizing a game design and begin working on the technical aspects of the game. You can check up on the progress of the game through news posts on this website, through articles related to the development of the game that we will write, and through the forums. Please join the forums and lend your voices, suggestions, and ideas to the development of Pizza Game and be sure to check back here often: development on the game should soon shift into high gear.

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