Following on from my last post, I want to gripe about something. With a lot of third party libraries, one of the goals of people who use the library is to bind it to another language than the one it is developed in. Lots and lots of people want to do this. Consequently, it annoys me (almost as much…
I use Lua. Like, a lot. I use it to generate procedural textures for my poor attempts at 3D modeling and isometric art creation. I use Lua to compile renders into compact little isometric sprite packages and animations. I use Lua to write games, to write demos, just to tinker around with crap. If I…
My problem (well, one of them, anyway) is that I like to experiment. This is great and all, but it means that I end up with a lot of half-completed experiments and one-off demos sitting around, that don't do me a whole lot of good. A lot of things never reach "official" status. For example, I've do…
Every few months/years, when I need to take a break from other projects, I pull out the ol' Accidental Noise Library and tinker with it, trying to make something cool/shiny. I'm in the midst of a project Goblinson Crusoe-related (a bit of story writing) and to let the old brainpan drain for a bit, …
The print edition of April 2011 Game Developer Magazine is out, and my article, Creator of Worlds, comprises 7 pages of it. In light of that fact, I've gotten several emails lately from people who read it and would like to experiment. So I'm releasing another binary build of the Accidental Engine, …
I've been re-visiting the crafting system in GC lately. My initial attempt at a crafting system worked like so: Each item drop has a Name. Crafting recipes consist of a string of Names, alphabetized and concatenated together and used as a key to index a recipe table. So if, for example, a recipe re…
So I've gone back to work, but I'm no longer a plumber/concrete guy/drywall guy in Arizona. The wife and I have moved back to Wyoming, and I've gone back to work for one of my old bosses, doing woodworking. Cabinetry, furniture, and CNC wood machining. It's awesome to be back in the shop. I love wo…
Last week, Brandon Sheffield of Game Developer Magazine contacted me (via Dave Astle, who alerted me to the fact that I ought to check my inbox once in awhile) asking permission to re-publish one of my journal posts in the magazine. Today I received the email with the .PDF of the layout and a reque…
Now that I'm doing actual real work on the early-game experience, I've been doing a little bit of thinking about the early game. Early game is where you learn how to play, hence the existence of Tutorial Valleys and Noob Islands. But I'm wondering if I shouldn't give the player a choice about how h…
Had to take a short little trip that turned out quite longer than expected. Flew to Phoenix on Saturday, and spent the last couple days with my wife, my sister, her husband and their daughter, driving a car and a moving truck across Arizona, New Mexico, Colorado and Wyoming. Kind of a bad time to d…
Never uploaded a Youtube video, so here goes:
[media][/media]
A couple minutes of current gameplay footage. Still very, very much a work in progress of course, with many incomplete animations and missing icons, as well as a still-small list of usable skills. But all the basic elements are there.
[media][/media]
A couple minutes of current gameplay footage. Still very, very much a work in progress of course, with many incomplete animations and missing icons, as well as a still-small list of usable skills. But all the basic elements are there.
Today was a bit of a slower day. Had to run a bunch of errands, change a flat on my sister's car, yada, yada. Didn't get nearly as much done as I'd hoped, but I did spend a few minutes on doing some pyrotechnics:
Read more in /* Why you crying? */
Read more in /* Why you crying? */
Today's work was mostly bug-fixing (relatively few, all things considered) and cleanup, plus an hour or so of planning. I've scraped together a rough outline for what I am calling Tutorial Island, where you'll learn all you'll need to know to get started exploring the islands. Based on that brainst…
Spent some time this evening working out a few more test spells/effects. I'm not making anything official right now, I'm just trying to get a handle on the various effect types, parameters and calling conventions, etc... in order to work out an orderly system that will make it easier to add additio…
As per yckx's request, I'm writing a little bit about how Goblinson Crusoe is made.
[subheading]The Core Library (C++)[/subheading]
GC is actually a Lua runtime environment running a default Lua script specified in the build process as startup.lua. If no default script is specified, then the executab…
[subheading]The Core Library (C++)[/subheading]
GC is actually a Lua runtime environment running a default Lua script specified in the build process as startup.lua. If no default script is specified, then the executab…
Was up until about 3:30 AM this morning tracking down a bug. I left the game running yesterday for awhile with the player on autopilot to see how stable the system is long term, and after about 20 min it crashed. So I checked the debug logs and it looked like the GC choked. For most of the time it …
Another big foundational day. I did a lot of work on splitting out combat-actor functionality into components. A combatant who can participate in battle now has two main components that take care of the functionality: CombatantComponent handles casting spells, taking steps, using items, etc... and …
Little bit of a slower day today. Got the inventory system up and running, you can pick up/drop/move around items. Works for storage chests and boxes as well, though I still need to make an actual chest graphic. There are a couple issues I need to work out still, including creating an intermediary …
Started work on the inventory today: bags, boxes, etc... I'll be glad when this part is done, if feels too much like book-keeping. I also did a "magic numbers" push, and while there are still plenty of 'em left, damned if I didn't squash a whole boatload of the little buggers.
Item stacks. I've deci…
Item stacks. I've deci…
Another day, another whole bunch of progress. Mostly back-end stuff today, though: better picking, fixing the implementation of selection groups so that I can, say, run a query "Select all objects within radius of mouse click", etc... I'm not doing complex relational queries, here; I just built a c…
Per Aardvajk's request, I'm uploading another build of my procedural island thingy. Unfortunately, this thing is like a bowl of Jell-o and I broke a few things this morning. This upload has the combat components taken out, since as of this moment they are non-functional. I've also reverted the enem…
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