I'm surprisingly deluged with a combination of schoolwork and vidjagames so I've been quite lazy on doing new stuff.
New stuff (according to my bug tracker):
Afterglow: AI disables when it gets far enough away from you properly now, randomly shuffling zombies appear more natural, actor stereotypes can be instantiated which allows me to load an entire gamestate from disk - this means save games work for the first time. Once I get these papers done, I'll probably work on entity placement/editing in the editor.
iPhone: Fiddling around with parallax layers and event handling. I think I might have something cool coming up, but I haven't had much of a chance to work on it.
Getting slightly closer to being able to package up a Mono/OpenTK application so I can finally make the transition to writing my cross-platform games in C#/F#.
You might also have seen me running around in the Lounge editing vague thread titles to more accurately reflect the thread, and arbitrarily closing threads on a whim. I'll talk more about Lounge moderation soon as well - I want to try and cut down on the number of megathreads relating to religion or politics, because they're rather boring and make everyone quite upset.
I'm not really dead, but I might as well be for all the progress I've been making over the last few weeks. I started my last semester, and although it's not terribly hard, I'm not feeling the motivation. Hopefully that will return soon, since all I've done recently is make the test map for Afterglow longer to test NPC deactivation.
I've been working a bit on the entity functionality of the Afterglow editor; my dream objective is to spend a lot less time in TextMate tweaking text files and keying off coordinates by hand like I've done in previous games.
I've budgeted only a few weeks for these changes, though, as it's really important that I actually get back to implementing real gameplay so my motivation doesn't falter.
More in a bit - I also just got my iPhone developer cert so I'm going to be playing around with trying to get something running on the iPhone that's not the default OpenGL ES application.
I just finished out my summer work term last week, and so I've been taking it fairly easy this week.
Some notable updates, though:
Afterglow can now fully deserialize from disk; I'm now playing the game entirely from datafiles instead of my hybrid datafile/"HACK HACK HACK HACK" method.
The editor can now place entities in the game world, which took a lot of UI tweaking to pull off properly. It's pretty cool now though!
General bugfixing and tweaking to the movement code.
Screenshots will be coming when I have more stuff to update - I also seem to have introduced a really miserable AI bug that I'll now have to correct.