Name: Greg Tedder

I am a Christian, a family man, a college student, a full time worker, a contract developer, and a musician who is currently trying to break in to the indie gaming market. I like games, mainly turn based RPGs, but my interests do wander when a good creative title comes along.

Tuesday, November 13, 2007

Aeges Road Weekly Update

It seems that I am stuck with too much to do. College, work, family, church, project, and sub projects have all ganged up on me and kicked me to the ground this week. College being the predominant kicker right now. However, with only a two day delay, I was able to get complete my inventory management to the point I expected. Inventory is now fully functional as far as graphics and manipulation goes. There is a lot more to do, such as interfacing it with actual characters and implementing transitions, just making it work was quite a task, and it took some creativity because the solutions I needed were not standard gui components.

At one point, I debated backing out of using a gui and using behaviors to turn scene objects into my components since they have a more flexible callback and visualization functionality, but decided against because a few gui functions were too easy to use as they were. It is also nice for another screen to take over input, while I can handle it myself (and will to a point later), it is much easier when it is done for you. There are also font rendering issues that made me a bit apprehensive on using the scene screen.

Here is a screenshot of the inventory screen in action. Those two odd looking things will be covered later. After some major overhauls in the stats and rules engine, I decided to go after one non-normal feature, and those two things are it. My original rules system is better suited for PnP, it is harshly based on reality and got tedious fast, even with as little play testing as I was able to do. This is why I went for a more elemental based system such as Sacred or some of the Final Fantasies. I have not rigged this system into the game yet, I am still playing on the old system. The new system will actually be easier to code and much more flexible for additions.

This week I am going to work on the website. I hope to have the basics up and functional in two weeks, and have the forum done some time in January. Not all this time is going to be spent on the website, I want to get back into the game code as soon as possible.

3 Comments:

Blogger Griffin said...

This post has been removed by the author.

November 14, 2007 10:26 PM  
Blogger Griffin said...

Regarding your recent comments about GUIs, I just finished my GUI study binge, and I found a neat technique that I thought you might be interested in. It's a way to show any scene objects you like as part of a GUI. Not sure if this is helpful (or if it's what you already figured out?), but check it out:

link

November 14, 2007 10:27 PM  
Blogger Code Ugly (FKA drslinky1500) said...

Thanks, this is a cool article. This would really be handy for adding some animated stuff.

Right now I am using bitmap controls covered with mouse event controls. The layering is tedious, but easy to understand.

November 15, 2007 1:45 PM  

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