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OddGames development journal



Greenlight!

Posted by O-san, in Nimrord Editor, Medieval Story 27 January 2015 · 0 views

Hello!
Great news! Medieval Story has been greenlit! Since I don’t update this journal as often as I should there might be readers wondering what Medieval Story is about. Well, here’s a short summary…

Medieval Story is a single player game which features action, puzzle and RPG elements. It is played from an isometric view point which can be zoomed in...


Sneaking and bows

Posted by O-san, in Nimrord Editor, Medieval Story, Graphics, Programming 12 September 2014 · 302 views

Been a while since the last update. I’m still working on Medieval Story, my *long* running project. The engine is more robust and I have changed my windowing framework to the latest glfw-master branch from GitHub. I decided to switch from 3.0.4 in order to get the latest mouse cursor support. Previously I rendered a textured quad and used that as a cursor...


Entry #129, show must go on...

Posted by O-san, in Graphics, Medieval Story, Nimrord Editor 30 July 2012 · 1,036 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...


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 · 1,000 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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