I have been doing a lot of play testing lately; finding bugs and things that aren't supposed to behave like they are. Other times two features might collide and be in effect when I hadn't thought they would. Much of the colliding features are due to my design choice of having two different control methods. I am beginning to realize that this was a rather brave and/or foolish choice. Well, I'll just wait and see how it plays out in the end.
Most of my programming is done on my stationary computer at home. It runs an older graphics card (ATI Radeon 4850). When I am on holiday or some such I often take my laptop with me. It runs with a built in nvidia mobile graphics chip (GeForce 8600 M G). It's a pretty poor graphics card that is really only capable of running fixed function OpenGL rendering. However it is a pretty good thing to be able to test my shaders on two different graphic implementations. I thought that I was well covered until I realized I wanted to try Medieval Story on my brothers computer, he runs a newer GeForce, I don't know the exact version (GTX something I think). It did run pretty well, but I found out that some times the shader breaks and draws black pixels when it should render lit pixels. After some testing we found out that it was due to the material shininess being 0 and the specular components calculation. I fixed the issue with a "hack", adding 0.001 to the shininess as a minimum value. After that we tested quite a bit more and found out that the game also could randomly crash, well seemingly randomly anyway. The bad thing is that the compiler didn't go to the line where the fault was. It just closed the program (sad face). Later we found out this was something wrong with the compiler... not being able to go to debug mode when a runtime error occur. Back home I ran my game again trying to replicate the bug and I found a small bug that was connected to the health bar drawing. A modulo by zero could sometimes occur when the health was very low, below 1.0. This could result in a division by zero according to the internets. I have since then fixed these bugs and I am now continuing to hunt for new ones.
Along side this development I am trying to come up with a half decent story. I think this is actually going worse than programming right now. I'm afraid the demo story is going to be very generic and boring. Any articles in regards to game writing or story writing in general are much appreciated. Again, thanks for reading!!