So I've been working on a bunch of fixing and tweaking with the Afterglow code base. Still trying to track down some odd bugs with player-wall collision but the bullets properly smack into walls again.
Instead of working on the main menu like I said I was going to, I worked on the editor and improved usability (error messages are routed to editor window instead of stdout, scrolling is smoother, mouse picking bugs are fixed) and implemented the (now broken) ability to delete floor polygons.
I would like to work on the entity system next, but I'm beginning to suspect the success in implementing future features is inversely proportional to how frequently I mention them in my journal entries. So it'll be a surprise. I would also like to tighten up player control and start making the character stats tie into them so you can actually run faster when the speed statistic is increased.
I also finished Dead Space this weekend; if you liked System Shock 2 or the film Event Horizon, you can probably find a lot to like here. Just make sure to play it in the dark.
YouTube of the Moment: The Tiny Ferrari -- a modelbuilder builds a scale model of a Ferrari race car, and it actually works, tiny pedals, transmission, petrol engine and all. The level of detail is jaw dropping.
Last night I implemented polygon selection, so there's also now a polygon deletion function, so you can delete entire rooms. I'll work on vertex deletion (and possibly moving) in a bit, but I would rather work on the main menu first, so you can all have some pretty chrome-plating for screenshots.
I implemented deleting walls in the editor and a bit of other stuff, like making it no longer crash when bullets hit walls and making it easier for entities to collide with players.
I'm completely fried, so it's time for bed.
Edit: Okay, I lied. I spent another hour working on making sure wall selection was working properly (opened up a host of bugs) and fixed some old rendering/selection issues in the editor core. Everything should be more awesome now.
A bunch of under-the-hood improvements to the performance of XID, rendering and collision
The basic skeleton for AI and the entity system
So that means I have a bunch of options for what to work on next, and hopefully you'll start seeing the fruits of my labours in a bigger way over the next few days.
Today's YouTube video (other than mine): Lancia Delta S4 going really fast. This is the Group B rally car that took a lot of lives. See why!