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Beals Software

Grue video

Posted by , in SAGE, Project Warehouse, Project Grue 16 November 2012 - - - - - - · 686 views

I've uploaded a video of the current status of Grue to Youtube:

I'll warn you, it's a boring 2 minute video. The base for characters is in now, so everything works properly (except for using and equiping items.) I'm going to try to get the rest of the base work done this weekend so that I can have the prototype done next weekend. However, that is quite a bit of work:
1) Equipment
2) Usable items
3) Skill effects
4) Using skills
5) Quest system
6) Link in content loading
7) Map system
8) Proper collision detection

Basically, I want the first prototype to contain everything except for combat (well, almost everything; there is another feature that won't be included until prototype 3, but I'll talk more about that once we get there.)

In other news I'm tired of waiting, so I'm going to move forward and start working on The Mysterious Life of Aaron James - Chapter 1. Depending on how art goes, I'm hoping to release what I currently have planned out this coming year (prologue, chapter 1, chapter 2, and chapter 3.) I have all but chapter 3 laid out, so depending on where I go with it I may end up doing more chapters, but I'm not sure at the moment.

Anyway, lunch break is almost over; back to work.

Updating sprites and Grue progress

Posted by , in Project Warehouse, Project Grue 09 November 2012 - - - - - - · 397 views

I spent some time working on new versions of the sprites for the characters in The Mysterious Life of Aaron James. I'm honestly still not the biggest fan of them, so I'll probably just wait for an artist. Anyway, here's the new versions I created:
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Originally my initial prototype for Grue was going to be running around and kill things. However, that is the easy part; getting items, shops, skills, etc all working is the hard part. So, dialogue came first:
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Then we moved on to the inventory screen:
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And I just finished up the skill screen:
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With the inventory and skill screens, the buttons along the top change the filter for the list on the left. There are a few changes for the inventory screen that will need to take place, mostly for weapons (damage isn't the only stat), but it will work for now.

For now, I'm going to move on to the shop, book, and container screens and then I'm going to get crafting in place. I haven't decided whether or not crafting will need a separate screen from the skills screen.

Well, it took quite a bit longer than I wanted, but here is 90% of the shop screen:
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It isn't actually functional yet (neither is the inventory screen; I should have stated that before.) Instead of working off of character, it is working off of inventories at the moment. Once I have characters tied to inventories, I'll be able to add the ability to actually buy and sell, use items, etc. Also, once characters are in the system I'll set it up so it shows their names and gold amounts at the top.

The Mysterious Life of Aaron James - v1.0.7

Posted by , in SAGE, Project Warehouse, Project Grue 18 October 2012 - - - - - - · 517 views

I've removed this release download as I completely broke most of it.

I've uploaded a version 1.0.7 with a lot of engine fixes:
1) Corrected issue with number keys not selecting dialogue options.
2) Switched SAGE library to Reach profile rather than HiDef.
3) Corrected textbox not being selected on input prompt (when creating a new save).
4) Corrected issue with the textbox not entering characters until they were released.
5) Corrected issue where the game would crash if you saved and then went to the main menu while the notification was still visible.
6) Change menu options to "Exit to Menu" on the in-game menu and "Exit Game" on the main menu.
7) Corrected issue with the "New Save" button not becoming visible after freeing up a space.
8) Implemented new state system to allow updating of old save files.
9) Node link states are now being serialized.
10) Improved pathing algorithm.
11) Installer now includes a shortcut to the game that will skip the update process (as well as internet shortcuts to our Facebook, Twitter, and GameDev.net journal.)

There are also miscellaneous script changes included. I'm still working on a few things with the new state system, so sadly saves are going to be broken. The issue is that there is some serious missing data:
1) When I disabled/enabled links on a map they were not serialized
2) Every object in the game was serialized with a value of false for IsVisible. This wasn't an issue until I fixed the fact that it wasn't used at all.
3) There were a few state variables that I forgot to set and so old saves are simple incompatible with Chapter 1 (this is one that I can't fix as I can't just set state variables and I can't determine if they need to be set.)

The major break is the fact that I can only change the state of an object that is currently loaded (objects in the scene or objects that have been modified); so if you saved on the street scene, I can't update Jon's visibility outside of the warehouse.

The big accomplishment though is fixing the pathing; it no longer starts moving back to the previous node all the time. There are still instances when this happens, but this is because it has found an alternate route. I've only seen this in the main warehouse room, but I'm sure it will pop up now and again; it doesn't happen every time now though.

Working on getting over another milestone as well: getting some music into the game. Cierra has a friend that is in a band, so I'm going to get with him and see what we can come up with.

Beyond that, there isn't much to report; I have finished a lot of code for Project Grue, but it is mostly base code so there isn't anything new to show. Hopefully here in the next few days I'll have shooting finished and will be able to upload some screenshots of mayhem.

Super secret project X progress

Posted by , in Project Grue 15 October 2012 - - - - - - · 850 views

Like with The Mysterious Life of Aaron James, I'm going to keep the background project mostly under wraps until I get the first prototype done. Here's what I can say: it's a 2D over the shoulder survival shooter and it's code name is Project Grue (named for the monster not the character from Despicable Me.)

I'm well on my way there; I got all of the systems designed out earlier and have started implementing them. My code base is pretty solid now, so getting the major basic components up and running was really easy (splash intro, title screen, etc) so I spent the last couple hours getting the entity system started.

I'm up to the point where entities (basic scenery like a tree or whatnot), triggers (door ways, chests, etc), and characters can be loaded and interacted with. Not much of the scripting system is done yet, so I can't do much, but I was able to get an instance of each in the dev environment for testing (the left tree is a character, the middle is an entity, and the right is a trigger):
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And here I've triggered the character tree, Magic Talking Tree:
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The engine is going to use the same dialogue system as SAGE supports, so I was able to copy most of that over (all but the UI components so far.) So, he has topics, but they don't show up; I'll work on that soon.

Anyway, so far I have finished:
Save/load system
Screen system
Entity system
Collision detection
Character control

I have the following to finish for prototype 1:
Weapons (loading them, making them equippable, and using them)
Combat basics (projectile, projectile collision, damage)
Scripting basics

I kind of forgot enemies on the list above, but I've basically just finished that. Rather than have a specified "enemy", I've implemented a hostility system. This way any character in the game can become hostile. I'm going to take the carefuly route and set the rules that you cannot hurt anything that is friendly (this way stray bullets don't make friendly characters hostile or kill them) and you cannot interact with anything that is hostile. HOWEVER, there is going to be the ability to "command" or "charm" enemies so you could technically interact with a charmed hostile character.


So, basically I want to be able to spawn enemies, run around and kill them, and basic player interaction scripts for the first prototype. Once I have that much done and decide I want to continue on with the project I'll give out a little more info.

Time for a shower and then bed.

One last time, for those that missed it: version 1.0.5 of The Mysterious Life of Aaron James is out. I've added a "Downloads" content block on the right side of my journal here so that it's easy to get to.