2012-10-31

Weekly update

Or rather another lack of :(

And again, crunch at work, issues related to other app, such as setting up server, creatign and signing contract, (which in my opinion at the moment lead to nothing good, but I hope that this will change) and finally, helping dogs. Yes, we spent few hours in forest walking dogs from the shelter. After first hour we were wet thanks to snow. And thanks to that snow only official volunteers appeared and my wife and me. No people who thought that it would be nice to help dogs. Probably because it was snowing and they didn't want to get cold. Forget the dogs! Eh. So we walked 8 dogs and the last one, deaf, quiet and friendly was probably sick. My wife talked to one of girls who helps vet hospital (that helps homeless and from shelter dogs and other animals) and that dog went to hospital and to temp home. I planned to work a little on that Saturday but when being tired we went home, we just ordered pizza and felt asleep.

I really want to get few hours during this weekend and finish this Milestone as in three weeks time it will be one year it has officialy started. And this just sounds ridiculous. I could install vala at work and do some work here but this would be a) illegal b) unfair towards my coworkers and my company. Even if syncing/compiling takes so much time. But... I could write some posts about various subsystems I have in game.

2012-10-22

Weekly update

Lots of work... at work and at home (as we're preparing ourselves to sell our app on our own) and few other things kept me from working on Dragontorc. I was able just to fix few minor bugs (one of them being again private set; public get; issue.

Good thing: Skeletons now move nicely and only one attacks, other stay away.
Bad things: Their death animation is not chosen properly and wrath crashes game.

I am unable to tell if I do anything during this week. Weekend, maybe. I know that for sure at this point I need to stop adding multiple features and test every week or two and instead I should add feature, test it, add another and so on.

2012-10-15

Weekly update

I did almost nothing during last week. But I had a chance to talk a little to one my colleagues at work and although I already wanted to change what I put here, on this blog, he gave me more ideas. When I finally finish this milestone, expect more stuff about how game works (even if it is going to change and change), more videos, more of everything ;)

2012-10-08

Weekly update

Almost there. I have three enemies, but I need to test them.

I've run into few bugs that I have no idea, how I could make them. Maybe being tired or maybe writing after a glass of wine? Doesn't matter as it is closer and closer to Milestone and I really hope that I will just spend this week testing, fixing minor bugs and creating video. Of course there are some obstacles on the way, at least three: working longer hours, other project that needs finishing as publisher wants to move sales to e-shop, and a dog that we adopted on Saturday. With two dogs in home, both trying to focus our attention on themselves and our old Dafi being sometimes too aggressive towards Baltazar, it takes some time and after few hours with dogs I didn't feel like coding... I really would like for them to fully accept each other and won't be so envy.

But here's the list:
  • updated some graphics
  • added animation of attack for skeleton
  • added "into ashes" animation
  • extended "or" operator to also work as random choice between two
  • added coordinated attack (only one attacker at the time, others just observe)
  • added wrath (which will be now shooting projectiles, for testing)
Some of the graphics is grabbed from you tube walkthrough and look worse than in original game, but display system will change in next Milestone and probably then I will create some graphics that should give a taste of final style.


2012-10-01

Weekly update

Not big update this week, so I keep it short:

  • fixed default starting location for projectiles
  • reorganised AI behaviours for wisp and skeleton, so they have one common base
  • added original graphics for skeleton (I still need to add special animation for attack)
  • added new state decision rule to determine in which direction does character move or wants to move
  • added handling of different directions for forced movement
  • added adjusting playback rate (and it works in relation to current or desired speed)
So it isn't much. I wanted to finish this MS month ago and here I am with few things to test and one more character to add. And graphics being the biggest issue here. I am now in something that I could call coding mode and don't want to work on content yet. At some point I will change my mindset and then it will be just adding more and more of content for actual game.