I'm Chris. I'm making games and I'm writing tools for different things. Such as games ;) Also, this is my personal private account thingy. I'm only officially speaking for things related to PlayBlack. Nothing else. So you know.

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0 comments by damagefilter on Sep 5th, 2014

It's friday and a good time to write another dev rambling!
This week was a bit dev-unfriendly. I had a lot of stuff to do at RL work and managed to do only little things for Firewalker. But better little things than no things at all.

First official act this week was to change the ration of pixels to world units.
That describes how many world units to fit into the size of a pixel.
By lessening this value, pixels will grow larger, which is what I wanted. Large pixely goodness.
It also blew up all the test level arrangements. Oh well.

Derpy Pixels
That's what happened ... but at least the pixels are all there. Nice and large.

Other than that I finished the inventory refactoring I was about to do. It's now nice and clean like it should be. Entities can have "Inventory bags" and they will be projected on an inventory GUI when required. Previously it was ... well not like that. More ... messy.

Additionally to that, there was finally nothing left that was blocking the loot drops implementation. So I went ahead and wrote mobs dropping loot. Generally speaking it's a kind of loot dispenser that would dispense items upon certain inputs such as entity death or if something calls its Drop method.
That meant that I also had to start implementing items displayed in the world. A player can pick them up by clicking on them. Hovering over an item with the mouse will show its name. Upon collecting them they will be auto-sorted into the player inventory.

Items in World
Furthermore I re-implemented the player stats GUI.
Thanks to the new Unity GUI that went very smooth and did not make much problems.

Oh also, very important: My better half started on a new character spritesheet for the main player.
That new one looks pretty good and definitely a 1000x better than the old one. Although, movement animation is still iffy and needs adjustments. She's at it.

So this is what happened this week.
Here's a snippet of the road map so far (it's ever-changing but it represents a more or less accurate plan of things) - for your reading-pleasure (does not include artist stuff, only code).

- 0000019: [Feature] Sound Manager (damagefilter) - feedback.
- 0000006: [Feature] Dashing Movement (damagefilter) - assigned.
- 0000025: [Refactoring] Refactor AI State Machine into a Behaviour Tree (damagefilter) - assigned.
- 0000023: [Menu] ConVars Editor Window (damagefilter) - assigned.
- 0000022: [Feature] Quest System (Devenias) - assigned.
- 0000015: [Feature] Status Effect Display (damagefilter) - assigned.
- 0000010: [Feature] Loot Drops (damagefilter) - resolved.
- 0000012: [Feature] Inventory System & GUI (damagefilter) - resolved.
- 0000021: [Refactoring] Inventory Rendering (damagefilter) - resolved.
- 0000011: [Feature] Player elemental immunity (damagefilter) - resolved.
- 0000017: [Feature] Save State System (damagefilter) - resolved.
- 0000024: [Menu] Item Editor (damagefilter) - resolved.
- 0000013: [Feature] Items & Item Stacks System (damagefilter) - resolved.
- 0000020: [Feature] Monies! (damagefilter) - resolved.
- 0000016: [Feature] Game Logic System (damagefilter) - resolved.
- 0000009: [Refactoring] Move Player Movement into separate script (damagefilter) - resolved.
- 0000008: [Feature] ConVars & Global States (damagefilter) - resolved.
- 0000007: [Feature] Chat Display System (damagefilter) - resolved.
- 0000005: [General] Sprinting needs stamina (damagefilter) - resolved.
- 0000004: [Feature] Direct callbacks to state on state switch in FSM (damagefilter) - resolved.
- 0000003: [Feature] XML Dialog Flow System (damagefilter) - resolved.
- 0000002: [Feature] Day and Night Cycle and global clock (damagefilter) - resolved.
- 0000001: [Feature] Entity Attribute System (damagefilter) - resolved.

Next week I'm doing the status display and AI refactoring, which will likely take a lot of time as a behaviour tree is not exactly a trivial thing to implement.
Additionally, what is not in the roadmap yet, I need to re-implement the dialogue system. And maybe, while I'm at it, I can come up with something more fashionable.

That's it for this week,
thanks a lot for reading!


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Post comment Comments  (0 - 10 of 28)
[TZP]LoNer1 Jan 21 2012, 4:39pm says:

Your profile picture... Zee Captain...i love it

+2 votes     reply to comment
isz2 Sep 21 2011, 1:35pm says:

Moooooooinseh Alles klar :D

+2 votes     reply to comment
cW#Ravenblood Dec 24 2010, 10:22am says:

Merry X-Mas!

"Christmas is a time of joy, A time for love and cheer, a time for making memories, to last throughout the year"

+2 votes     reply to comment
damagefilter Creator
damagefilter Jan 2 2011, 9:27am replied:

Weihnachten ist, wenn man nicht modden kann xD

+2 votes   reply to comment
isz2 Dec 1 2010, 4:16pm says:

ok :D<3

+2 votes     reply to comment
isz2 Nov 21 2010, 4:08pm says:

was :'D

+2 votes     reply to comment
damagefilter Creator
damagefilter Jan 24 2010, 10:09am says:

Tell me on Steam :)

+2 votes   reply to comment
Blindxside Jan 24 2010, 4:37pm replied:

Don't have a computer :l
But in Hammer, you can export as a .dxf file which I can import into MAX. Then I animate :D

+2 votes     reply to comment
damagefilter Creator
damagefilter Jan 25 2010, 8:38am replied:

Yeah I was planning to practise that method since if you don't have surroundings you probbly wouldn't know ow to animate certain tigns right? ;)

+2 votes   reply to comment
cW#Ravenblood Jul 8 2010, 11:30am replied:

When you dont have a pc, how you can use max? O.O

+2 votes     reply to comment
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