Aeges Road, Paving the Way
This week has been slooooow. It has been mostly back to the graphics which takes up a lot more time than programming, at least for me. Outdoor graphics have been my main focus until this week when I began working on some dungeon tiles in order to start work on the first level of the game. With the exemption of the main fringe set I just started modeling the starter dungeon a few hours ago. So this next week I will most likely be showing off a few shots of some finished levels minus full character art and dialog.
Dialog is going to be a crash course I take later this week. My thoughts on the subject were to skip creating a frame work and just use the overly simplified event framework currently in place. Hopefully I will be able to just script dialog for each level via a few simple function calls. Sounds great in theory, and at this point I have to get moving on content or I am not going to make the deadline. :-)
I also got to do a bit of programming this week. I mostly just spent a few hours trying to clean up the path that the path finder returns. For some reason there is a hick-up on the first tile searched, then it all smooths out. This last bug in path finding is going to have to wait for beta testing, at least it's stable. Now I just have to find some time to do this illusive website and get a forum going. Oh, and just a side note, I think I am going to try and offer a fully graphical strategy guide on pdf for this game.
One more side note for kicks, here is an emotional representation of where Aeges Road and I currently stand.
Music: 50% disgraceful
Programming: 20% of non-grey hair lost
Graphics: 80% frustrated and 60% humiliated
Storyline: 70% contradictory with a slight hint of ignorance to my own story
Website: 100% in denial of it's almost complete lack of existance
Overall: I am about 90% done with this project (cough) :-)

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