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OddGames development journal



Entry #129, show must go on...

Posted by O-san, in Graphics, Medieval Story, Nimrord Editor 30 July 2012 · 1,034 views

Hello, time for a new post! :-)

I've quietly continued working on the save mechanisms, it's rather intricate to get working right... hence there has been no new journal entries for a while. Right now the inventory is acting up between maps (occasionally) but I think I am going in the right direction.

However, sometimes the inventory...


Forest graphics

Posted by O-san, in Graphics, Medieval Story 31 May 2012 · 1,270 views

Been drawing a lot lately. Especially forest graphics, there needs to be a good amount of variation in order for it to look natural. A bit tedious doing roughly the same things over and over. Here's what I have come up with so...


Interface presentation

Posted by O-san, in Graphics, Medieval Story 02 May 2012 · 727 views

Been thinking about how to present new things to the player and I've come to the conclusion that I need yet again redesign my "HUD" interface.

I don't want to frontload the player with a bunch of information at the very beginning of the game. I think it would be desirable to have most of the buttons hidden at game start. They only become...


Video time!

Posted by O-san, in Graphics, Nimrord Editor, Programming 04 April 2012 · 1,152 views

I've implemented an auto transition function in the editor. I have always thought that this would be a handy thing to have but thinking it would be too cumbersome to implement due to the nature of my data storage, I use linked lists instead of a two dimensional array. However, now its done and it is pretty sweet :-) I have even made a bad quality video...


Fixes and features

Posted by O-san, in Graphics, Medieval Story, Nimrord Editor 29 March 2012 · 998 views

The last few days I have been working on updating the navigation mesh tool in the editor. This will then be a matter of copy and paste to get into the game.

The reason for this is that I found some strange bugs in certain areas when doing path-finding. The found path would sometimes lead to x0, y0, z0 which isn’t something I would ever want. I checked if...






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