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Metaphorical Journeys of HappenstanceBy Ravuya      
Great Games Experiment

Sunday, July 27, 2008
I'm back from vacation. It was great.

I'll make some posts about what I'm working on after I figure out what I was working on. Lots of stuff to catch up on.

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Tuesday, July 15, 2008
Now that I've restored the editor UI I'm working on my test level. I think I will get it done tonight unless my car-buying adventure with Moe runs late, or if he kills me and devours my flesh.

Don't forget to appreciate your extended relatives today.

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Monday, July 14, 2008
Texture selection actually gets propagated to the tool you're using now. Once I rebuild the editor UI I'm going to make my test level. I might have a video by the end of the week; once I have something I can iterate on the game should start to appear.

I'll get items up and going after the test video. I'm still debating internally about inventory; originally in Glow I wanted to do a Diablo-style inventory where items have different sizes, but I ended up just doing a slot inventory where you were limited to 16 items. I don't know if I should go back and do a grab-bag inventory or not. What do you guys think? It does add a ton of complications and gets in the way of the bone-crunching combat, so I'm tending towards the conservative approach (maybe with an item/implant/trait to increase your number of slots from 16 to 20 or so).

That's enough rambling out of me. I'll leave you all with a video of funky kittens.

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Wednesday, July 9, 2008
So the texture palette "works" now, but without the layout engine properly implemented my UI is a mishmash of unusable trash. So I just turned the buttons off in the XML for now. Here's a screenshot:
In the next few days of implementation work, I'll make this texture selection actually take effect.

You can hit the light-coloured bumpers on the left and right to "scroll" through the available textures a page at a time. Eventually I'll get that test level made and then we can all have fun when I upload a YouTube video of myself blundering through the corridors.

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Wednesday, July 2, 2008
I haven't updated for a good long time, but there's a real good reason for that. That reason is GRID DIRT Bad Company mittens. Damn him.

I'm going to try and get the level editor a bit more polished and then make a video of me running around and pointing at stuff. Then I'm going to start on items -- extending the component system to items holds a lot of promise, at least on paper.

Development should pick up here as development slows at work; I suspect that'll be around the end of July.

Today's video of the day: Afghani Fishin'. This is a prime candidate for a Bad Game Ideas article. I really should write another one of those.

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All times are ET (US)

Most of this crap is copyright 2004-2009 Ravuya.
 
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