Recent Developments

I haven’t updated in a while, but that’s mostly thanks to a trip to Origins and a holiday right after.  A vacation did me good, though I didn’t get much work done. I was way overtaxing myself, I think.  But now for the news!  Upcoming things to see on the site.

  • A probable overview of some of my Origins purchases. Particularly a cute little RPG named Mouse Guard.
  • Renaming Grey Lotus, finally. Along with a little preview of the next edition in the form of an excerpt. Possibly more than one.
  • An in-depth review of D&D 4e, though ‘review’ isn’t quite what I’m going for. I’ll be comparing each play aspect with all the previous editions, as well.
  • Fantasy Frontier hasn’t been forgotten. The next Status update should see some of those dangling tasks taken care of.

All of this depends largely on my mood and how things go at home. Disgaea 3 makes for quite a distraction.

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Case of the Mondays

Yeah, not as much progress as I’d like this past week… but when is there?  At least I got something done.  It will probably be pretty boring for a while, concerning Fantasy Frontier at least. The part of the code I’m working on is interesting from an algorithmic perspective, but not so interesting to people who’d actually play the game.  I can say I’d like to get farming working as soon as possible, but it’s still a long way out. Development might also be slow because I’m going to be having a pretty rough week or two at work, so I might not feel too good about going home to code after a full day of code at work.

In the meantime, I’m considering writing some more posts in the RPG sections, specifically a more in-depth critique of D&D 4e. It’s been out a year now, I think I can write something without being swarmed too badly by people reflexively hating the new edition.

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Weekly Update

This week I had to back off from development to handle some financial matters and housework that needed done.  I’ve done some paper outlines of some of the things I want to do with future versions, but nothing solid on the dev front.  Work will resume sometime this upcoming week, starting with some terrain generation.

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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.

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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!

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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.

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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.

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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.

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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.

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D&D 4th Edition – What Went Wrong?

I’ve been playing D&D in some form for… let’s just say a long time. Through every major edition, including the minor revisions like Unearthed Arcana and Player’s Option.  Every release, there are some detractors and some controversy stirred up. It seems to grow louder with every edition, too. Some people still swear by 1st or 2nd Edition over 3 or 3.5, but for the most part 3rd Edition was rapidly accepted after some initial grumbling.  It’s this time delay that lets me write about it now, rather than just after release.  The game has had around three quarters of a year to settle into the minds of gamers and the community.  Yet a large portion of the community still gnashes teeth at the idea that 4th Edition is called ‘D&D’ at all.  This is very surprising considering the majority of pre-release reviews were positively glowing with praise for the new game. Obviously there’s some sort of split, even discounting the grouches who will hate the game regardless of how good it is.

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