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mittentacularBy mittens      

Wednesday, August 17, 2005


It's scenes like this which make me absolutely love Dungeon Siege 2 despite the absolutely horrific voice acting, and the relatively easy main quest. This game is some of the most mindless fun I've ever had. I'm hoping that the harder difficulties (which are achieved by beating the game once and importing the player from the first run-through for use in the "harder difficulty") will actually bring a challenge to the main quest though. So far the main quest has been pretty easy but, let me tell you, there are some sidequests that have monsters so tough and puzzles so hard that they will make you weep for the absence of said trivialities. The game is also surprisingly long, which makes me happy in places that shouldn't be allowed to feel emotion.

Also, and this is the only reference I'll ever make to good 'ol Jack, here's my official notice that I will make it my life's goal to recreate the bloody scene that can be seen in the above screenshot. I'm already working on my swordplay so that I may, in fact, enable my sword to spit blades of light in the direction of my Morden foes. So, and I'm just throwing this out there, you might as well just add those guys to your list of people harmed by my violent video-game urges.

Man, you should see how I've progressed on calling the spirits of fire, lightning, ice, and, yes that's right, death to possess my steely blade so that I might inflict elemental damage on all those who oppose me. My command of the elements is a damn spectacle that you should bow your head as to avoid instant death at the sight of my hyper-focused retinas aimed in your direction.

That's right. Hyper-focused.

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Monday, August 8, 2005
I've spent the last two weeks of my time with Torque doing nothing except tweaking the GUI that I plan to use for my upcoming projects, and tonight I can finally say that I'm done with the damn thing. I created every image completely from scratch, which I'm still proud of, then tweaked and re-drew every texture about three or four times, then tweaked and re-wrote some of the GUI scripts and the inner GUI core code. And it's done.

I would've had this done far sooner, but this weekend has been the first time in the last two-three weeks that I've really devoted to actually coding (I've occasionally opened up VS.NET and tooled around a bit with miscellaneous stuff), and it's been a lot of fun. I've cooked up some fantastic ideas for the game demo I'll be working on to show off all of the things that I plan on adding and changing within Torque, and although it won't be done anytime soon, I should be able to get some fairly impressive screenies up within the next month. No more details for the time being, but it should become apparent fairly soon (in a few weeks, as I have finals coming up) what I'll be aiming for.

And now some screenshots of the GUI. I still have a couple things that I want to change, namely the fact that the chat box's messages are always being displayed, so I want to throw in a bit of code to make the messages fade away over time, but other than that I'd say that the GUI is pretty damn-near finished, in all of it's very Steam-esque glory. I would like to stress that, although visually simmilar, absolutely nothing was copied from the Steam GUI. Not a single pixel, RGB value, or anything else. I did this entirely from my memory of what I liked and disliked about the GUI. Also, the grey color is mostly a placeholder. I'll probably colorize based on the mood of whatever I release. Who knows though. Or maybe I'll skin it with a ridiculously bright, colorful, and overly-large cat-based texture set. WHO KNOWS.

Anyway, here are some nice little screenies. Over the next week, I really want to get a weapon in-game and working, so that's probably what the next update will entail.



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The entries in this journal have all been posted, along with many more, at mittens' personal site at www.polycat.net.
 
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