Aeges Road Weekly Update
While Aeges Road hit a few roadblocks this week, some good progress was made all around. Most of my troubles came from a recent TGB upgrade. I was still using some deprecated functions calls and so on. Almost all of my programming right now is either simple content, tweaks, or bug fixes.
Among the new content, the locks mini game is mostly working. The biggest part of my time has been spent making animations for the locking mechanisms. There are a couple more mechanisms that need animations, and I also need to tie it in with the character skills.
Dialogs are still in development. I have the template and artwork finished, so it looks good on screen, it's just absolutely worthless right now. This is what I was working on before I got annoyed with some old bugs and started tweaking on the path finding system. It's still not perfect, but it is slowly coming around and it hasn't caused a crash in weeks. Perfect paths might be game patch #3. :-)
Level transitions and auto saving now works. I even have a temporary version of game keys working so the game can keep up with who has talked to who and what creatures have been killed. I have to say, it is nice to play test on multiple levels.

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