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A Keyboard and the Truth

Update 6/16

Posted by , 16 June 2015 - - - - - - · 178 views

Greetings All,

Time for a bit of an update.

Not much progress on Revel; I am doing a good job of taking the summer off from it.

...but tons of work in other areas.

My previously mentioned open source project 'object model serializer' is now in fairly complete and stable condition; I am looking for some real world test cases to help make it better; if anyone is interested, do please let me know.

The vast majority of my work recently has been the finishing of my office space; sadly it takes a lot of work and time, as well as any software project.

Hopefully that will close out in a month or so.

In about two weeks we'll find ourselves in July, summer in full swing; no doubt side projects will prevail through then and into August.


Our first offering on GitHub: object-model-serializer

Posted by , 08 June 2015 - - - - - - · 163 views

Greetings All,

Part of our summer project plans are to get some older projects onto GitHub with free permissive licenses for both private and commercial works (Currently we are using MIT license).

Our first offering is something I've wanted to see become a common library for a long time.

Serialization of object models in C++

...that is an easier route to save game files for complex game states;

without having to understand the nitty gritty of object model serialization techniques.


First off, there are better known, more complete (at least as of this writing), and far more complex implementations out there.

But a key element for us was to adhere to a few guiding principles:
  • It should be tiny (2 files)
  • It should be non-intrusive, procedural style no base class inheritance requirements
  • It should internally handle references and cycles ("saving pointers")
  • It should be 'soft serialization' ability to add/remove and out-of-order members without 'version blocks'
  • It should come with a complex use case example (see simple_rpg folder)
  • It should use standard streams, for file and in-memory serialization.
  • It should be a lightweight binary format (soft serialization is 'easy' in something like json/xml)
  • It should not use external pre-processor, or code generation techniques (gross.)
Some future goals...
  • It should be endian/architechture agnostic (this should be relatively simple)
  • Higher level interfaces should be optional to reduce syntax and mundane routines
It is still a work in progress, but I have overcome a sticking point which made me question feasibility (without excessive overhead), such that I now feel it is ready for folks to have a look and even begin using.

I ask everyone willing to have a look, comment, rant, contibute etc.

Problems, specifically in usage will be addressed as quickly as possible.

Update 6/3/15

Posted by , 03 June 2015 - - - - - - · 126 views

Greetings All,

Time for an update!

As I said in an earlier post I am technically 'off' from EDIGames until autumn rolls around.

...that being said, this is sure some busy time-off.

In addition to the usual necessities of life, I've been doing a bit of work finishing up my new office space; drywall, tape and mud; that sort of thing.

I'm very excited as this will hopefully be my first space where I set up a semblance of... culture; with a bookcase or two displaying some of my favorite reference; and maybe a case to display our magazine article and first copy Morning's Wrath.

Nesting aside a good bit of technical work has been under way.

We have a new, but still a bit WiP website at http://edigames.com

Still keeping with the one-page site for simplicity, this one is based on a template however that is better for mobile devices and wont be penalized by the new google indexing criteria.

We're still working (currently in testing) on the steam release of Morning's Wrath; again with StrategyFirst

I'm pretty excited about this release (designated 1.4 at the moment) because we chopped the entire antiquated back-end (D3D8, DSound, etc.) and the Win32API in exchange for SDL2.

This means we're seeing a big performance increase with their much better sprite batching system; and not having to support a lot of bygone video hardware that can only do 256x256 textures.

Another big improvement is support for widescreen displays.

Revel Immortal has gotten a bit more content; and we are working down the bug list; currently for technical features.

We're overdue on a release, but I'd like to make sure this next one is a bit more worthwhile.

We've created a proof of concept for getting our HTML5 based games (Revel, and the foreseeable future) on Steam; and so far it has passed muster with our Steam rep. we'll have to see what further testing proves.

I've been investigating three.js a bit as part of two new projects that will hopefully be announced in Autumn; longer term goals but pretty exciting prospects.

Well I think that is all for now, keep an eye out for new content soon!


Interview with 'SomeGuy' on our development of Static: Investigator Training

Posted by , 23 May 2015 - - - - - - · 146 views

My wife and I give a detailed account of our FMV adventure game.

Revel Immortal v24, and general update

Posted by , 18 May 2015 - - - - - - · 78 views

Greetings All!

So, Revel Immortal v24 is now live; only a couple small fixes, hopefully more to come soon.

The reason for the 'light & late' update (our last update was about a month ago); was that I spent two weeks on vacation in Orlando FL, with my lovely wife doing 'absolutely nothing'.

As I've posted previously I like to take about 2 months per year 'off' of edigames to decompress and get some perspective.

This year, I will be taking the majority of the summer 'off' though not completely. Revel will still be getting updates and there are a few other projects that need my attention; such as getting our technology ready to allow HTML5 games to run via Steam.

Past years' data reflects that I don't get much done during the summer months, even if I try 'really, really hard'. So instead of that being a continued fact, and then taking additional time off during my normally productive season (usually fall) I will be fully set to start in the fall.

There is lots to be done, and lots of great potential, so we'll see how the coming weeks unfold; I'll do my best to keep updates regular.


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