More Progress

Good progress.. A little slow.. but progress nonetheless. PC icons (as seen below as the Tokens with Wizard faces on them) can now be selected, and told to move to proper spots on the map and assigned a facing location. Also good progress on the whole monster spawner Behavior.  Still some thinking to be done on how to do some of the details but I must say it’s really nice to be making tangible progress again.

Stalls, Inertia and Progress

I’ve followed a ridiculous amount of indie and small developer projects over the last couple years and watched them just peter out and vanish into the ether.  Hell, I’ve started quite a few that have gone the same way.. unfinished paintings, games, websites, etc.  So why does this keep happening?  What can we do about it? Well.. It seems to be all about preventing Stalls and building Inertia to make manageable Progress. Stalls By ‘Stalls’ I mean it literally like a … MORE

Third Time tis the Charm

Ok, needed a bit of a fresh mental break from typing and numbers for a day or two so I started the beginning of the large pile of character protraits that I’ll need to make (somewhere between 10 – 50)   That’s the joy of doing things as an indie developer.. I can put on whatever hat I want to today.  Granted at some point I’ll have to put on the businessperson hat and then it’ll not be so much … MORE

Daily Progress update.

I know… updates two days in a row??!  What madness.. Manged to get A* following objects to automatically turn and adjust their facing while maintaing their portrait’s orientation.   Also increased the basic map tile size by one so things aren’t as cramped.  The remainder of the evening was spend working on the following Mocup UI: As you can tell I’m targeting a baseline 1280×768 resolution.  (obviously.. doesn’t everyone count the pixels on every image they see?)  The different thing … MORE

Building Better Tools

So, basic progress is in swing.  There’s a bunch of stuff I can port over from the GarageGames Torque Game Builder version that I was working on, however, there are a bunch of things that I didn’t need then or just do not have access to in Java or just don’t integrate with Slick very well.  So with that in mind.. I’ve been digging  into Pre-Pre-Production. To that end I’ve stated building a toolbox. Figuratively, of course.  Here’s a few … MORE

Tech Choices: Walls

Assuming you’ve decided to build a 2d engine for a non side-scroller you quickly come face to face with one of the biggest decisions you’ve had to make so far.  How are you going to represent the game world? Basically there’s two choices each with their own benefits and issues.  There’s the ‘Walls are a block’ approach where everything is a block and the ‘Walls are an attribute’ approach where walls are things that are part of a tile and … MORE

Sheep benchmark

Time for a little progress update, eh? Ok so some more sheep have been done but it’s time to assess the situation and get a firm grasp of where exactly I stand.   But first a picture of the prototype tuckbox that the game will be shipping with (some assembly  required) Why Include something as silly as a tuckbox, when it will surely impact the bottom line One might ask.  Well the answer is simple,  with the last couple playtests it’s … MORE

03/03/2009

Well, some development progress. The in-game map now reflects a proper mow branching randomly generated maze based on Prim’s Algorithm, the trickiest bit was adapting it to do without proper arrays Toquescript is a bit funny about that. After that, I created a basic start for a tileset etc etc and got it rendering properly in the engine. Tonight I got the tilesets to properly interpret the door and trigger tiles and render the proper animated tiles for them (after … MORE

Server move

Well things are now settling down here on our new server.  Got a handful of old and new domains consolidated across the board and some nre goodies lined up. Most notably would be the start of development on the dream wars.  Got a good start on the dsesign spec and some of the data modeling up and running.  It’s an ooold idea I had a long time ago but with the new png support that’s universal plus a bunch of … MORE