Friday, August 19, 2011

Plotting and Game Theory

Hey. So, I did quite a bit of work on Hegira over the past few days, up to and including working on the game's plot.
It involves science, a secret technology, and, obviously, escape from a maximum-security prison. Currently, it's not finished, and there are a few things that I need to fix and implement into it, but the general idea is done. I won't post it here, though, because I want it to be a surprise to those who play the game. :)

In other news, I still have to work on the game itself, which I'm going to do today. Hopefully, I'll get something major done and report back soon. Keep watching this blog!

Tuesday, August 16, 2011

Graphics Card Problem Fixed! ... I think.

Hey. So, I finally did something to fix my graphics card, and I think it's fixed. I'll keep monitoring the new card I got, but I think it'll hold. Game production will now resume, most likely starting with Hegira. Keep checking this blog for more updates. See ya!

Tuesday, August 2, 2011

Graphics Card Issue?

Hey. So, I think I'm currently dealing with a graphics card issue while working on Hegira - for some reason, sometimes the game world will turn invisible while using the BGE.
I know it's not just the BGE, as it happens with other scenes, as well, and usually, restarting the BGE fixes it. I know that I don't have the best graphics card ever, so I think that I might have to keep shuffling around different card driver versions to try to catch a good version. Anyway, development's pushing onward!

I finished a quick mesh of the game developer's greatest friend and scapegoat - the crate! And yes, it's the same texture as the door! Yeaay.

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Friday, July 29, 2011

Persistence

I wrote this on my TIGSource Devlog, but I'll put it here, as well.

So, currently, I'm dealing with persistence. Persistence in a game is a staple of many RPG / adventure games in which a change the Player makes to one area stays that way for the rest of the game. An example would be giving an item to an NPC (Non-Playable Character), or opening a door via a switch - usually, you would want these changes to stay constant throughout the game. To achieve this, a developer would usually make a method to store the object's state between areas in the game by means of a global set of variables.

Today, I finished writing a whole Python class to do this persistence deal, but when I thought I needed to see if an object was destroyed or not, I ended up just going with a global dictionary (variable). It's simpler to deal with, anyway - less variables and data to store, though I still want to get some use out of my persistence class... Maybe I'll use it later (I doubt that to ever happen).

Right now, I've just got a global dictionary (logic.ge, which stands for Game Events), and store event changes, like talking to someone, in that dictionary. It works fine. Hopefully I can get some screenshots of something new out soon.

Saturday, July 23, 2011

New Development Log for Hegira

Hey. So I just wanted to post saying that I've gotten a new development log for my BGE game, Hegira, up on TIGForums. You can check it out here.


How do you know that I'm not leaving my blog out in the cold? Well, I'll continue to make posts here, as well. What? You want me to prove it? Alright, I'll post something that hasn't been posted before.

The main character can crouch.

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The end.

Tuesday, July 19, 2011

I'm not dead! I was just... Sleeping!

Hey. I just wanted to pop in here to say that I'm not dead - I just haven't worked on GridSpace very much. However, I have been working on another game, so something will come out of this.

Here's one of those new-fangled 'GIF' things that everyone's been talking about to show an animation of the game's progress.

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So far, it's going pretty good - I even have more than what's shown here, including another character and a dialogue system. Also, I know the water's moving too fast - that's just the pictures that I took to get the GIF together - the game isn't actually that fast. : ) I didn't have a name for it that fit, so I think I'll call it 'Hegira'. It basically means 'A flight to escape danger'. Catchy? No? What do you think?

Anyway, I started work on GridSpace again, recently. A demo may or may not be coming soon - there's nothing to do, really, but I want to show what I've got. So, keep your eyes open!

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