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  (20 - 28 of 28)
cW#Ravenblood Oct 13 2009, 5:21am says:

hey there

+2 votes     reply to comment
xscottx019 Jul 31 2009, 3:12pm says:

Wow that dose look like farcry (just less cartoonie feeling:P) Yeah some fog/dust and lighting change would really change the atmosphere.

+2 votes     reply to comment
.Omena Jul 27 2009, 5:34am says:

Blog about the meeting? :D

+2 votes     reply to comment
.Omena Jun 23 2009, 6:06am says:

imma whoop yo'***!

+2 votes     reply to comment
.Omena Jun 18 2009, 12:51pm says:

Go whoop yourself!

+2 votes     reply to comment
ScreamingGerbil Jun 18 2009, 1:28am says:

The PI mod seems really nice, hope to play it when it's released. Good luck with it! :)

Oh, and if you ever need any photoshop work done, I'll probably be bored and ready to do it. Haha.

+2 votes     reply to comment
xscottx019 Jun 16 2009, 8:35pm says:

Good to see your not quiting on us:D

+2 votes     reply to comment
damagefilter Creator
damagefilter Jun 17 2009, 8:02am replied:

I almost was. And you can thank blackwater for; me not doing so ^^
That happened a long while ago though.

Man you made the first comment on this profile.
Have a cookie ^^

+2 votes   reply to comment
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