Half past 7

That’s what the time is over here. And I don’t mean PM. Nor do I ever wake up this early (yes, I’m one of those people who rarely see morning). Don’t you just hate it when “Okay, I’ll just implement this trivial feature, for which my mighty libraries are fully prepared for, by adding this line over here” turns into a mad multiple-hour bug hunting spree? Not to mention the joy I then experienced when I realised I haven’t yet blogged this week.

There. I feel much better now. ?

Stumbling blocks…

This is just a quick update about the current progress to satisfy the one-post-per-week requirement but I’ll have another more elaborate post in a few days. Hopefully by then I’ll have a more featureful main loop than now.

The seventh week

I’m a bit overdue with my blog post because of some personal problems but now I’m back and thought I would give you a short update on how things are going.

Since the last time I wrote, I finished implementing the game’s animations, dealt with a number of GPL interpreter features—the math evaluator is now almost completely working and I’ve started implementing GPL commands and functions—and worked on connecting it all so I can start loading scenes. The results were much better than I had anticipated; so much that, after fixing some minor graphical and logical glitches, I was able to load all the game’s scenes and animate them properly. I have made a short demo inside the engine which lets you switch between those by clicking the mouse buttons. I will post a video shortly (after YouTube has finished processing it).

The next few things that need to be done are handling the dragon’s animations properly, adding basic interactivity and gradually finish the GPL interpreter. This also means the progress in adding new functionality should be pretty rapid.

I’ll keep you posted.

UPDATE: Here’s a link to the video I promised.

Starting the “real” work

Hi everyone,

As the title indicates, I’m nearly finished with all the preparations that were needed before I could start working on actually running the game. I already have support for most of the necessary subsystems, animations excluded, but that will be done today. It can be inferred from the schedule in my last post that this means I’m a bit behind. This is because I decided to do an architectural change concerning the representation of drawable objects that held me back a bit more than I expected. Nevertheless, today is a good day for deadline chasing!