Archive for May, 2009

Object Editor Functional

After a few missteps and a lot of delays, I’m marking the object editor as complete. It isn’t actually finished entirely… there are a lot of UI tweaks I could be doing, and a few minor bugs, but it does edit the files and objects correctly.  So it’s functioning and I can move on to other things, and just tweak it as needed. That’s one major step out of the way, since the file processing routines in the toolkit are the exact same as the ones I’ll be using in the actual game.

, ,

No Comments

The UI evolves

As it turns out, I did work a lot on this today. More than I’d thought. The UI for the modding toolkit is mostly done, I just have to link up a few more signals, add some exception handling in here and there, and then refine the actual subclass for the only editable object. This involves writing a small OpenGL widget for the preview pane, but I don’t expect any trouble from that one. So, a few more days on that, and then I can move on to more interesting things like terrain generation and AI modules. I’ll post a screenshot as soon as I have something that looks decent, I promise!

, ,

No Comments

Progress Report

I haven’t updated this page in a few days, so for all those wondering how progress is going… I am still working on Fantasy Frontier.  I’ve run into a bit of a stumbling block with some of the UI issues, but on the upside I also stumbled into a simpler way to do a future planned feature that I really wanted.  I’m still working on the object toolkit right now, but I got most of the file handling routines in that one taken care of. The trickier part is still to come, in how to handle older versions, but it isn’t needed quite yet. This puts me a bit behind where I wanted to be, but I’ve done some tinkering with the other stuff, so hopefully not too far.  I’m putting it aside for tonight, but might work on it more tomorrow.

, ,

No Comments

Toolkit Begun

The FFToolkit, which is my tentative name for the program that will allow people to easily adjust the object files and mod the game, has started development. I sort of had to, since I’d like to create object files as well.  The basic framework is set up, but I’m still tinkering with how I want to present/edit the data… I think I can have something working by Wednesday, which would be great. That would put me several days ahead of schedule.  I just hope my recent sleeping problems don’t keep up.

No Comments

Object data and modding

I finished all the earlier stated tasks for the weekend(though I could always stand to make more textures, really), so I moved on to working on the terrain data for generating landscapes.  In doing so I realized what a pain it would be to write up each one and parse the text file when it will be replaced with a binary version later anyway, so I moved up the binary object file stuff to M1.  I’ve already finished up a bit of the libraries for this, so I think I’ll take a short break and tackle the modtool next week.

So, rough guess on how development will go by week.

  1. Mod tool for object creation
  2. Map generation and testing
  3. Entity movement and management
  4. Cleanup and other tasks

Which will put me at middle of next month for completion of M1, but give me a fairly functional toolkit for adding data as well.  The next two Milestones will probably take two weeks each, which puts me at a tentative release within 2 months. Possibly less if things go well.

For now, I’m going to take a break and play a game or something. Don’t want to suffer coding burnout.

No Comments

Opening Log

Now that I’m nearing the point I can at least start releasing screen shots, I’ve decided to start adding updates to the status and dev log here.  This whole project is being done on my free time(what little there is), so updates won’t come every day. I will try to post something at least once a week… and at my current development rate, it’s likely to be much more often than that.

Last night’s developments were the creation of the texture management class(harder than it looks) and the addition of color modulation for the textures. If I didn’t do modulation, I’d need tons of textures with different colors just for different kinds of stone or earth… even though right now there aren’t different types. Looking forward, and all. This also lets me alter the color information on some layers by season or temperature, later on. So autumn can look like autumn.

Up on the plate for this weekend is:

  • Clean up and put in better error checking for the texture manager.
  • Minimap creation and updating. Doing this is easy… doing it /efficiently/ so that it doesn’t impact framerate might be more tricky.
  • Adjust the tile class for varying numbers of detail textures. These won’t be used much at first, but the eventual idea is that it will change the clothing colors of various entities dependent upon occupation… or later, by what clothing/armor they’re wearing. This also allows me to have, say, trees with brown trunks and green leaves. I don’t want to overdo it though… every detail layer is another layer to draw, so a lot of them would really impact framerate.
  • All of the above might sound complex, but most of the supporting code is already in place, so it won’t take too long. For the rest of the time I’m going to attempt to create some better textures and get the color modulation on them correct. After that maybe I can start designing the object definition files, though I doubt that will be completely finished this weekend.

, ,

No Comments