A Keyboard and the Truth

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Western Massachusetts
Mostly technical ramblings through the years of indie game development
1,888 comments
5 followers
504 entries
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EDI
December 02, 2013
NPC Dialogue is a pain in my ass.
Without a doubt, the NPC dialogue system has been the most poked, prodded and mused over part of Revel Immortal since 2013 started.

Why so?

  • There are many, many different ways to implement it
  • It sets the tone for the game in many ways
  • It determines the kind and amount of work that goes into conveyance …
760 views
EDI
November 30, 2013
More Screenshots 'o progress
The main gate of Castle Iridine:



The Royal Armory



The Grotto
754 views
EDI
November 28, 2013
Realtime Lighting Preview in Revel Editor
Because the more I can see in-editor, the less I have to test & tweak in-game.


833 views
EDI
November 27, 2013
Workin' away,  Workin' away!
A bit more work on the Atrium, spent most of the night getting automatic audio-atlasing into the Revel Editor; aside from some sample-rate conversion issues it's working fine!





820 views
EDI
November 25, 2013
A few thought-provoking info-graphics on the state of the industry
For the sake of clarity I will say this starts roughly in the mid 90's to early 2000's

This is the time period I am most familiar with, and thus feel competent to speak about at-length.
I of course realize game development predates, these dates; but in many ways it was an identical ebb and flow of AA…
1,228 views
EDI
November 24, 2013
Weekend Wrapup
...and a very productive weekend it was indeed!

I am happy to report we got over the 'speedbump' in developing the map editing tools.




And we were able to finish off the weekend with the start of a new map...


This is the start of the Dimensional Atrium, a supernatural realm that provides a gateway to…
668 views
EDI
November 21, 2013
The State of the Indie World
Hi all,

I've been meaning to write this post for a while, but I didn't know exactly how.

I have commentary that has been slowly forming on my opinion of the indie game industry for a while, and it has finally reached a breaking point.

Hopefully some here will find my opinions thought provoking, and I'…
4,046 views
EDI
November 21, 2013
Kind of  a Rough Week
Greetings All,

It's been tough and slow going this week, mostly because of a want to start developing some great new content; but being held back by a bit of a data-processing problem.


Minimap Generation

OK, so maps in Revel Immortal are BIG... how big you ask?

Well Garranshall, Princess Morning's home…
707 views
EDI
November 19, 2013
Checking In
Greetings all, lots happening, lots to share.

First things first, I am once again a member of GDNet+, supporting the excellent work of Michael Tanczos in keeping the site fresh and functional.


Revel Immortal

Version 0.14 was released on friday; http://edigames.com/revelimmortal and marks our first rel…
612 views
EDI
November 13, 2013
More Revel Editor
Lots more work on the Revel Editor, getting ready for our next release of Revel Immortal

As of now the full set of data has been transfered into the editor and no longer exists hard coded.

900 views
EDI
November 08, 2013
And we're back...
Hi again all,

Autumn break was great! I highly recommend taking sizable breaks every now and again to gain perspective on a project if you can afford them.

For those who don't know I effectively stopped all work at the EDIGames office (and thus Revel Immortal) September 1, and I've been back in actio…
788 views
EDI
September 03, 2013
Begining of autumn break
Greetings All,

We'll be releasing Revel Immortal 0.13 today having added more content.

In addition I'll be taking some time off (reducing hours to around 10-15/week) during Sept. through Oct.

We'll hold on content updates for Revel during this time, and will begin again in late-fall.
857 views
EDI
August 26, 2013
8/19 Weekend Summary
First things first, Revel Immortal 0.13 should be released this evening!

http://edigames.com/revelimmortal


It was a good work weekend at the EDIGames office...

Stats/Battle system changes

An important change to Revel is the removal of traditional DnD/RPG stats, you know: Str, Dex, Wis, Int...

I have dec…
742 views
EDI
August 21, 2013
Time for Another Update!
Greetings All,

0.12 went live on Monday 8/19

Click here to play Revel Immortal

Aside from an engine improvement concerning Firefox (and soon Chrome) specific modulated blending (for colorized equipment etc.);

the big addition was Containers.


Containers

Containers as you might imagine contain items; speci…
776 views
EDI
August 12, 2013
Progress Update
Hi all, it's time for a check in!

Revel Immortal 0.10

Last Monday 8/5, the release Revel Immortal 0.10 went well; you can check it out at http://edigames.com/revelimmortal


Data Crisis

Okay, crisis might be overly dramatic; but a nagging issue with Revel came to a head after the release of 0.10.

Static …
842 views
EDI
August 02, 2013
Working towards 0.10
Greetings All,

Its been a while since my last update.

Revel Immortal v0.10 should be released this coming Monday.

  • I've been working a lot on new character outfits/equipment.
  • The new intro (the previous intro was removed early in the alpha as it wasn't quite what I wanted).
  • NPC Conversation system, bette…
585 views
EDI
July 11, 2013
Revel 0.9 release and more content
'lo all!

Revel Immortal Alpha 0.9 was released on Monday 7/8 you can check it out as usual, at http://edigames.com/revelimmortal

0.9 formally adds character composition to the game, and culls a few systems that wern't really making the grade and have to be redesigned.

Notably enemy spawning, more on t…
1,288 views
EDI
June 29, 2013
Atlasing and More on Composition
'lo all

Seeing as I've been talking a lot about 2d character composition, I thought I should mention.

If you're writing a 2D game, you should probably be atlasing as it is kind of a no-brainer.

I'll assume some people here don't know what image atlasing is - in a nutshell, the idea is you take all of …
1,253 views
EDI
June 28, 2013
Looking for Designers
Hi again all,

I wanted to mention quickly that composition atlasing is working very well; such that tonight I'll be starting on the serious initial set of equipment and animations for Revel, if all goes well that'll be seen in 0.9, which is looking like Monday 7/8 rather than Monday 7/1.

In other new…
882 views
EDI
June 27, 2013
Dyeing to finish character composition
'lo again all!

I spent a good chunk of time during the last interim between alpha 0.7 and 0.8 investigating runtime character composition.

The first step was figuring if I could actually create the required art layers, and that they would be visually passable; that turned out quite well, so since the…
929 views
EDI
June 25, 2013
Revel Immortal 0.8 Alpha is out
Greetings all!

Revel Immortal 0.8 Alpha update is out, and notably adds local region maps and fast travel.

http://edigames.com/revelimmortal

Maps are represented as a 1 pixel per tile, or 1:16 ratio.

Garranshall is composed of 80x80 maps, of 40x40 tiles each; this means the map of garranshall is 3200x3…
1,215 views
EDI
June 21, 2013
Composite Characters
After many years of wanting the feature; I've finaly engineered a system where it will be possible to do character composition along with equipment; the hardest part was an easy workflow for producing the art.

657 views
EDI
June 17, 2013
Writing a large scale game has never felt so good
I write large scale games. adventure games, role playing games...

In these times of casual and mobile titles, large scale games are becoming somewhat of a rairity.


After finishing Morning's Wrath, and The Lost City of Malathedra; I was not looking forward to writing another large scale game, and the…
1,013 views
EDI
June 14, 2013
I'm Back
'lo all, it has been a while.

I am still developing games, and lately have had an overwhelming urge to interact with other developers again.

I have a blog, where I publish random development stuff:

http://edigames.tumblr.com

I'm hoping to push content there to here or vice versa, we'll see how possible…
1,128 views
EDI
December 15, 2010
Development Process of MW2
So, I'm trying out a new style as I develop Morning's Wrath 2

My previous games have all been, more or less a linear progression of play and thus design and implementation. MW2 however is taking on a more free form mode of play, where you can decide just what to do and when to do it.

What this means …
578 views
EDI
December 15, 2010
More House, More GUI
Window trim is going up, doors are going in... I have more grouting to do than you can imagine :D

As I continue to pour through GUI libraries, I found one which 'might' be promising it is the 'GLO' gui engine, doesn't seem particularly well used, but the demo is capable; I just need to see what it w…
513 views
EDI
December 13, 2010
Slow Progress
So I've finally moved up into my new office, instead of sharing a spot in the war-zone of my downstairs living room.

The renovation is going -OK- however I think before time we're gonna have to bring in some legal representation if we can expect to not get screwed.

progress on morning's wrath has bee…
537 views
EDI
December 02, 2010
Shedding some Baggage
So as I was dusting off Selenite, I began to feel... that certain sick feeling when you know there are still certain features in your engine that need coding, and worst of all...


You Don't Want To Code Them!


In the past I simply grabbed myself up by my bootstraps and wrote the features, but my time i…
602 views
EDI
October 29, 2010
Update on... me and... stuff
Okay so...

For those who don't know I've been spending the last, oh, six months or so renovating my house, in conjunction with contractors.

It was scheduled to be done in September; sadly here we are pushing November and it still isn't done, yay for my contractors.

All the while my wife and I have bee…
553 views
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