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Metaphorical Journeys of HappenstanceBy Ravuya      
Great Games Experiment

Sunday, May 25, 2008
So I finished up the UI layout stuff after refactoring the entire HUD stuff and tossing a few thousand lines of code.
I'll have more once I implement more layout modes and actual controls.

Here's what that looks like (the colours are randomly assigned for debugging purposes):
<HudControl identifier="rootPane">
	<HudControl identifier="notRootPane" y="0.0" height="0.5"/>
	<HudControl identifier="bottomBunk" y="1.0" height="0.5">
		<HudControl identifier="innerBunk" x="0.1" y="0.1" height="0.25" width="0.2"/>
	</HudControl>
</HudControl>


It's not really all that great, and the relative positioning and sizing will probably bite me in the ass, but I can see it working out pretty well.

Once I have a facsimile of the UI up and running, it's off to implement more gameplay. It'll be interesting to see how AI comes out this time around.

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Friday, May 23, 2008
Since HopeDagger told me the other day to make with the updates, here's one for you: I've been working on the UI system for Afterglow. It takes quite a bit of time to do it properly, but hopefully soon I'll give you some screenshots of the game running with a proper HUD.

It is still crunch time at work, so I've been too wiped out when I get home to work much on the game. Instead, I've been playing Crisis Core and The World Ends With You. Both titles are fantastic, especially World. It really takes off after a dragging introductory sequence, but I think my touch screen needs recalibration.
During my train commute, I've been reading American Psycho and Choke. Truly, my Amazon wishlist must attract Feds for miles.

Link of the day: defensive driving game. Note how your car goes faster backwards. Try locking the steering and pulling off the road in order to do backwards pedestrian-shredding donuts.

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Saturday, May 17, 2008
I added mouse control back into Afterglow and now you can look around while moving. It doesn't feel as good as the older game did, so I'll need to do some refining on the controls.

What's next? Unfortunately, probably not much for awhile as I have to fix up my previous term paper. I'll be doing that this weekend and week.

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Wednesday, May 14, 2008
I've been working on the UI manager for Afterglow. Unlike Novarunner, you won't position everything in a UI manually, but hand it to a layout manager (similarly to WPF).

Hopefully, this means I can define a UI in data and quickly iterate on it. I'll put up some screenshots once I write the rendering part of the UI library.

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Monday, May 12, 2008
This took way too much forethought but now you can rub up against walls like in the original Glow. Maybe soon you'll see some actual game content.
I doubt it, though, we're still in crunch time. I'll work as much as I can, but I'm doing this entry during a quick compile break.

It's worth telling people how I implemented this, so that they can gain from my wisdom. Basically, I used vector projection; take the player's proposed movement vector, mash it up against the wall's vector, and then Bob's your uncle. It couldn't be simpler!

For those of you who stalk me mercilessly, I recently purchased a Game Boy Micro on a whim, and then ordered a bunch of videogames off Amazon. I've been trying to finish the GBA version of FF6, as I had previously grown bored of it and just toted it around in the GBA slot of my DS constantly. It's nice to be able to reunite with Shadow and his gang of miscreant ass-kickers.

For those of you who don't stalk me mercilessly, it's important that you understand that:
  1. I have a gun,
  2. I have already shot Mittens.
I swear to the Mord you people constantly test my boundaries.

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Thursday, May 8, 2008
I have collision detection working, but I have to do some vector projection before you can slide along walls like in the original Glow.

I was also drawing up the final specs for the UI system, and it should be pretty nice.

More later.

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Monday, May 5, 2008
I'm just finishing up this hilariously stupid work term report for this semester. After that's taken care of, I should be able to give you guys a screenshot of the collision detection work I've been doing.

Also, go see Iron Man. If you don't, nobody will love you.

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Most of this crap is copyright 2004-2009 Ravuya.
 
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