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.
Went out and looked for musicians; found one, and will start looking for artists as well soon. If you can draw sprites or know someone who can, let me know about it.
So far this week I've been concentrating on trying to get the player to 'feel' less mathy; after that, I have a bunch more gameplay elements to implement (conversation screen, shop screen, etc).