This one's a little early in order to offset how late the last one was.
You guys know the drill. And, since we've gotten new entries in each blog, you can feel free to enter here as well. Sadly for Eagly though, there will be no punishments this time, as every user has a fair excuse as to why they can't work, even though I find it hard to believe that with the exception of finals week, you can't at least open the source.Additionally, I see a lot of people stressing about the deadline. The main deadline is still July 12th, and I still want to see complete games by then, but there will be an additional month to work. While this month is meant for polishing, bugtesting, and detailing, you can spend it how you wish.However, I, and a few selected individuals, will be judging the progress you've made at the two-month marker, and publicly announcing our thoughts. This may seem daunting at first, but if you've done well, there's absolutely nothing to worry about. In fact, you should probably look forward to it.Small Cows, +1 me again, I dare you.
I don't think my schedule is going to lift at all, and admittedly, most of the time I spend on this game is wasted with lack of motivation. However, I've made two major changes within the last week.
First of all, I spent a lot of time on party AI. They're both general and character-based. For example, Saira will support whenever any party member drops low enough, Bane will tactfully retreat, Anka will berserk, and Rai will back off and fight at a distance. There are a lot of other things that play into how they behave, but overall I'm content with it, and once I work in their character abilities, things should be going smoothly.Second, I've decided to remove the co-op functionality. The reason for this is because since the game wasn't built around multiplayer, implementing it turned out to be a lot more challenging than I'd expected, and didn't bring enough to the table to be considered worthwhile. I think cutting it out will save me a lot of time so I can focus on something else.As a final note, I won't be bringing back all the class moves. Instead, I'll be adding the ultimate moves, as originally intended, and reworking current class moves to have better utility and fun factor, rather than just increasing your damage.Unfortunately though, my main reason for not getting stuff done has been another project of mine….Was too busy being sick/lazy.
I've made some superficial presentation changes (fonts etc.) and have made to date exactly one difficulty edit.
I've done lots of bugfixing and such and also some behind-the-scenes work. The engine is horribly horribly put together, seeing as I usually can only have 600 or 700 or so bullets before it begins to choke (compared to 1,200 for LS2) so I probably need to go and redo the object hierarchy too >_>Added lots of polish (particles, fades, etc). Started playing around with sound… working on my own version of sfxr. May or may not finish it in time.
All of the levels are represented now. Still need to work on the transition between levels. Many obstacles and bonuses are yet to be created/imagined.Again, the imgur album.For those who can't be bothered, here's a screenshot I think came out pretty well:My progress has been rather poor again this week. I only really created a dialogue system. I'm really pleased with it because it works nicely, but I would have liked to have done more.
I think my progress will continue to be poor until around the middle of June.I've got lot's of nothing to show this time round. Reasons are obvious.
I do have this though:And this is the beginning of a thing that may or may not become a complete game.like nothing visible yet, I improved the movement and I begun to completely rewrite the level generation
I spent the last two days working on this level editor:
Cosine- I've watched a couple of your videos and I don't understand how you're solving the puzzles. How does it work?