26 November 2013 Update
by skarikNovember 26th 2013
7 November 2013 Update
by skarikNovember 7th 2013
Not been updating because too busy working. here's an image with stuff that was being worked on weeks ago
One thing that's of note is no more collision pre-loading, so, better framerate.
also latest Nvidia driver hates our game
5 October 2013 Update
by skarikOctober 5th 2013
Below image powered by this
A lot of code has been written, a lot of it dealing with the NPCs. Lua integration is also progressing slowly, and extremely helpful so far with creating quick AI. Progress will speed up again once everybody stops playing Terraria and actually works on something.
23 September Update
by skarikSeptember 23rd 2013
NPC system is turning out to be a lot of work. Dealing with NPCs that are in the active game area are easy enough, but simulating behavior outside of the game area, in the rest of the world, is a considerably larger problem. Compound classes and such, and that equals no updates.
The next demo we would like to release would have a rudimentary quest system in place. That may be a long ways off (several weeks to another month) but it'll get done eventually.
14 September Update
by skarikSeptember 14th 2013
Added in a quick radial menu for issuing commands to companions. There's no sprites for the commands yet, but there will be.
The yellow lines are debug lines for skeletal animations. That's where one of the main problems with the rotations were earlier this week, and I neglected to turn them back off.
I'm currently working on all the NPC management code. All characters that appear in a world are persistent. The system needs to work using that idea. However, it makes wandering nomad type characters a lot more painful to program, as the player needs to be able to run into them. With the current world sizes, that's quite impossible. It's half a step closer to our next milestone. A demo possibly next week to make sure the engine is still stable.
Chiefmasamune said something about taking a break and working on a text adventure. I don't think it's taking a break, but more of working on the dialogue system. FMF is slow. Everyone else has life stuff to take care of.
by skarikSeptember 12th 2013
Will be another demo after one step towards next milestone is finished. Current issues related to this
by skarikSeptember 5th 2013
Here's an update. Updated the character creation screen to preview the focus color.
cats cats cats (no update)
by skarikAugust 25th 2013
click it. it's a link.
komodo on right side was promptly pushed off
BACK TO SKULLGIRLS
by skarikAugust 19th 2013
There wasn't an update this past week. I apologize for that. There were some problems with getting the project upgraded on everybody's computers, and I still don't want to release what I have on my local copy.
Otherwise, progress is still chugging along. The project has been updated to VS2012 and many of the libraries were either recompiled in VS2012 or GCC. I found some massive memory errors during the weekend, and managed to fix them all up. I also got the floorplan loader and placer working.
We're not too keen on doing everything completely procedural, so we decided to make towns component based. Floorplans are PNG files that are, well, exactly what they sound like, and are used for town patterns. Each pixel in the floorplan designates what kind of component to load up. The components are stored near the floorplans, and store simple voxel data. The voxel data is created with an editor that I made specifically for this.
With this, building generation can get pretty varied with only a few different floorplans and components. Just swap out the wall component that's placed when the floorplan wants a wall, and you got a different looking building.
Unrelated to town generation, I fixed flickering on the debugging line drawing, added user-specified mipmap generation for textures, and made some GUI changes relating to dropping skills from the skill tree directly into the hotbar. There's always a bunch of small changes like so.
FMF and I are starting a new semester today, so progress will be slower.
Here's a cactus with a tree texture.
by skarikAugust 9th 2013
The release can be downloaded here
. Changelog here
I will not be on for a few days, so please report bugs and crashes on the forum.