Category Archives: Technology
Today I fixed some more of the text system, it looks much better than yesterday now, in terms of spacing (which makes the text easier to read): Also fixed some bugs with z-fighting (still plenty to go around with a 24-bit buffer), and now the fade-outs go to real black (annoyed the hell out of […]
After yesterday’s update for multilingual support, today I had to change a lot of scripts to conform to this new usage type. Scripts became clearer, which is a big advantage. Also introduced this update to the tutorial system, and the Captain’s Log system… Still need to do these changes in the hardcoded C++ part (game […]
Revamped the speech system a bit, to make it easier to script and to prepare for the future in terms of multi-language (not sure if it will ever have more than one language, but this way it’s just a matter of translating a directory)… Previously, the script for a text exchange would be something like: […]
Nothing fancy today, dead tired from the paintball yesterday; can hardly move… Anyway, today’s screenshot could be exactly the same as yesterday’s. I just tweaked the map “editor”, adding “auto” orientation to objects… Now objects with “auto” orientation will always face away from the nearest wall. This is dead simple, but makes it way easier […]
Just added crystals as props on the cave areas… and for good measure, decided to add a lighting effect to them, to spice up the area a bit, especially because the cave levels are all dark (the only source of light is the player’s flashlight). It turned out better than I expected: I just added […]
Today, I’ve worked on making the caves a bit more traversable. Procedural generation is very hard – there’s a big conflict between “playable” and “correct”, so you end up with a lot of code to fix situations where the generation is “realistic”, but that would lead to a whole lot of issues… Case in point, […]
Well, some people came me to me and asked me how I was generating the procedural bases, so I decided to put this up to explain my ideas… Note that this isn’t ground-breaking stuff! I’m using it to build the pirate lairs (and space bases, etc), but it can be applied to any kind of […]
Well, if you’ve been following this blog, you already know that I use Lua to script everything in the game… it’s a great language, but sometimes it has its quirks… I spend the last couple of days trying to solve an issue that arose when I lifeshaped exactly 10 imps to life… the 10th one […]
This last week I’ve been spending my free time working on the effect system, again… I remembered that I have the need to parameterize effects (for example, cast effects must take parameters like the target position or the cast time), and for that I had to refactor the whole thing yet again… Good news: I […]
In the last weeks, I’ve been working on and off in my new UI system… It’s about the 100th time I try to make an UI system for a game, since I always end up with a system that I don’t like… First of all, I hate UI work, it’s simply not fun… Second, I’m […]