Posts Tagged ‘php’
Well. So according to “the plan” By now I should have had 28 sheep wrapped and packed.
Turns out it’s more like 4, well.. not like… it’s exactly 4.
On the other hand, though, I do have 20 sheep drawn, inked and scanned ready to paint, and that’s good. That was all last week but I’d qualify that as keeping up on the schedule.
So this week just didn’t lead to any real work getting done. Worked on some freelance stuff and started messing about with what will be the marketing site for Mutant Sheep Eat the Earth! Which I’ve the photoshop files all ready to go on. And ninjababy has been taking up all the time that’s more or less left over at the end of a work day.
So, I’m not gonna fret. Just buckle down and give it another go. And I’m gonna be a better blogger and actually post on a semi-regular basis, there’s actually a series of game related things I’ve been meaning to get put down.
For now.. It’s time to crawl into bed and plan to assault next week with renewed vigor.
Got some good progress done. The online Map editor is coming along nicely with some new additions such as, saving to a database, generating exportable content files for integration into Torque. Still I need to do a couple things to it, mainly bulletproofing the submitted maps to make sure I don’t forget to add doors, things are sealed properly etc etc.
Ok so pretty good weekend. I decided to have the main game dungeon created from larger macro tiles. so instead of having to come up with a super complex dungeon generator, all I’ll need to do is to have an algorithem that just connects the larger tiles together.
So Friday and Saturday morning I sat down and wrote this
It’s essentially a tile based map editor. It doesn’t have any real fun features such as checking the validity of the map or verifying that the only open tiles on the outer edge are by the designated exit area.
Spent some time Sunday getting the data exported from the page into the Torque Game Builder engine, which wasn’t hard at all. So the game now can render macro tiles. Problem is that the collisions don’t seem to be working properly.. so that’s the next task.
