Posts Tagged ‘DeathSpuds’

Christmas Hol…i…day?

As usual it’s been pretty busy as of late. That plus the added heat-wave, christmas craziness, Boxing Day and the New Year coming up. It has been much more manic crazy then usual.

To help summarise the goings on. I’m going to use sub headings!

Website Updates

I’ve been spending a bit of time updating Elise’s website and the Redefinition Games website to support displaying projects and games in multiple layouts.

I ended up writing a WordPress plugin that manages the information it displays as well as lets you control how it gets displayed. I’m quite pleased with how it’s turned out. It still needs some work. The websites also need a bit of work, but it’s a lot better then what was originally in place. Especially for the Redefinition Games ‘Games’ section.

I’m also in the process of updating my own website, but when that gets done, I’m not sure. I’m hoping soon at least LoL

Moving Deathspuds to a Repository

After recently blowing up our Dropbox, we moved Deathspuds to a Repository on BitBucket. To summarise why, I’ll just say I’m probably never using Dropbox ever again, at least for something that large and increasingly delicate. The last few weeks we’ve been moving across and fixing problems, while trying to enjoy a much needed holiday away from our regular daily routines. So it’s been pretty juggle-y.

But so far it’s all looking good, and I can already feel the increase of productivity of using it.

Our Next Game

We’ve been working on it as much as we can considering the chaos of Christmas.

I’ve been updating some of the code in our now named “Red Framework” which we’ve had for a while. I’ve mostly been re-factoring it to fulfil the requirements for the current game.

A lot of the systems we have been developing, have only been tested in their own local test scenarios and some are very specific test cases, so there’s been some fleshing out of the usability of them. We’re hoping the more we do this, the less we’ll end up doing it for future projects.

Elise and I have also been talking in depth about the Game Design as well, which is pretty much worked out in terms of the core gameplay. I won’t be saying exactly what’s going on because we like surprising people.

The title you ask? Some of you may already know the title. If you don’t you may realise you always knew ; )

The Very Organized Thief

We’ve mostly been watching and taking on board everyone’s suggestions. And thinking about some things we would like to add to this version to keep it going a little. We won’t be doing any major changes to the games core mechanics. But we will hopefully add some things to give people a few laughs.

But for now, other plans are taking priority! No point making plans and not following them right? We do have a very good idea of what we are going to do with The Very Organized Thief, that much we can tell you ; )

———————–

So that’s basically what’s been going on for the last few weeks. Busy busy busy. I’ve managed to squeeze in a few hours of actually playing games for a change.

Currently replaying Final Fantasy VII on the PC reliving the nostalgia of my 1998 youth, chilling out with Proteus, and trying to find some time to delve deep into Eldritch. Check em out if you’ve got the time!

But that’s it from me for now. I hope everyone has had a awesome Christmas filled with good memories and presents. And I hope your New Year is grand!

-Alex

On an Uncontrollable Break

So I’m in bed, sick with the flu, trying to preoccupy myself with writing and thinking about what movies I might need to catch up on. I still haven’t seen the new star trek movies which is pretty old now but for me, it will be new.

Until last Friday things were busy as usual.

Another milestone for project DeathSpuds has been completed. This milestone saw the implementations of barriers and doors, the base code for flying enemy AI and persistant level data saving.

The barriers were designed to take into account resistance to certain types of damage. Such as being able to use a flamethrower on a barrier that melts, but is resistant to regular bullets. It’s nothing fancy, but it should pose some interesting challenges for the types of weapons that will be made available and the barriers responses to these weapons.

The Flying enemy is currently a basic implementation. Rather then using the Unity NavMesh, its using a Node Graph which is built as part of the AI System that was used with the Freeplay Demo and prior to us having pro licenses. The node graph is so we can control the navigation of an enemy through 3 dimensions of space which are basically waypoints which contain specific properties. Currently they fly around aimlessly trying to reach a particular node, and the buzz about in the space defined by those nodes. You can also shoot them down. Eventually it will support behaviours much like regular enemies such as attacking and patrolling.

The system for the persistant level data is pretty standard. It correctly writes out an XML data file which we can visually be read and checked of any issues in the writing process. The system is also designed and structured in a way to allow for multiple file formats to be supported, such as reading and writing to generic text or binary. This is something pretty important considering we don’t want people to be able to modify these files and cheat the game as it will also be apart of storing the level information for the player’s save game. And writing out to a file format such as binary is a good way to minimise that.

Since milestone completion, I’ve been mostly in bed, trying to get better and helping Elise with some T-shirt designs for a Minecraft competition. Occassionally doing some typing. And catching up on some games and movies that I’ve been meaning to watch for a long time.

I have also been working on a game and doing some re-work thanks to some recent trends which has been keeping me extremely busy. The jist is that releasing our flash framework as well as providing tutorials for it and other flash components is not what I would consider a viable thing to be doing right now.

In the last few month Adobe has been making a few changes with Flash that don’t necessarily align with the goals of some flash developers. Leaving some of them with a bitter taste in there mouth. Unity has also dropping support for there Flash Add-on which doesn’t signify good news.

The problem stems from the requirement of Stage3D originally being planned to enforce “royalty” payments of the runtime to developers who are also using another service known as Domain Memory, basically these two services together allow for improved performance of Stage3D, apparently. In terms of a business plan this is reasonable, but not when the means of enforcing such a plan is undeterminable. This plan was eventually cancelled in the end because there was a lot of speculation about how it could of possibly have been enforced, when these two services are free to use by themselves but not when together. The general sentiment from a lot of developers was that it’s not possible. The whole thing since then has Flash feeling unloved, and unsupported.

So I will be porting the code out of flash and into another language putting most of the grunt work into a perl script or even C# to handle the majority of the conversion. But sometime in the future, not right now. It’s unfortunate considering that flash has been a very useful language to use to develop a lot of our ideas and we will continue to use it, but it has become an uncertainty in what we would like to deliver in the future, or our grand plan.

But until time permits, I’ll been focusing more energy into developing Unity based games.

I was also sick a few weeks beforehand, not for very long or as exhausting as the current flu is but caused by something moderately humorous.  It came about around the time of the live XBox One announcement, which I was watching. Lets just say I was less then pleased with what they were offering, considering where I’m from is Australia and the service they talked about meant nothing to me. Although some of the features I found genuinely interesting and would love to see how it panned out for the future of the device, the whole experience left me feeling literally ill. I ended up in bed with a fever that night, freezing cold, and with burning temperature (of rage!!). Coincidence? Possibly! I was down for a day and back to normal the next! Regardless, hopefully XBox One is not as bad as some of it all sounds, and Microsoft is putting a lot of work into it. So there’s no denying that the release of the XBox One will make for an interesting year. We’ll all see how it goes.

But that’s enough from me I guess, this is gotten to be quite long and I suppose this is what happens when I don’t update regularly. So I’ll leave here.

Hope everyone is looking after themselves!