I've been oddly productive recently (especially despite Mass Effect 2) - trying to get rid of a nasty collision issue in Afterglow that keeps me from enjoying the game.
Here's a screenshot of the collision test program I banged out to experiment with it:
I'm starting my new job tomorrow - I'm a bit anxious. Even though I've worked at this company on my internship, I don't know much about what project I'm doing and I'm still wary of the secret intentions of employers after my disastrous job this past summer - once bitten, twice shy.
In Afterglow news, I've finally gotten around to fixing the dirt-stupid zombie AI into something that is a bit more dangerous, and tonight I'm also going to fiddle around with the controls until I get something that feels better - it has always felt really limp and mechanical to me compared to how Glow felt. This large period of downtime from Afterglow is really bad for the project (in that it's bad for my motivation) so my New Years' resolution (how cliché) is to work on the game more frequently in 2010.
In car news, today I bought a Hot Wheels Delorean DMC-12 to put on my desk at work (increases my "80s Cred"). My WRX wagon still eludes me, as all but the destroyed rice rockets on Craigslist have been pulled from listing now that the snow has hit.
Afterglow now has support for corpses, and as a side effect of hooking into the existing Afterglow sprite setup you can have animated corpses. This means, effectively, that I will have death animations and need to find someone to make them.
That's pretty cool, I think. Haven't tried it out yet.
I just wanted to pop my head in here and say that my finals are over and they seem to have gone well. I have (unofficially) graduated with a BSc in CS.
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.