Tuesday, May 23, 2006

Day 129 : Boss Battle Complete

Yesterday (day 128) marked an important milestone in the development of the Archangel Chapter prototype. The very first boss battle is now completely playable. As a playtest I let two of my friends play it and I liked their reaction. I'm still on track to complete the prototype and begin production by the end of my summer vacations.

Saturday, May 20, 2006

Day 126 : Boss battle

After having completed the second part of the level I'm now at the third and final phase : Boss battle. Alot of game coding got delayed because I started to work on a website to recruit people. I also had some hard drives give up on me. Not the most productive month but all in all some progress. It sucks to have to do everything but hopefully that will change! Once the boss battle is complete, I'll go on to the "integration" thing I spoke in the last entry.

Monday, May 01, 2006

Day 106 : Second playable level almost ready

I have been through several nasty bugs these last few weeks. A lot of memory mismanagement on my part (a lot of the code was prototypal, it had to be brought up to production code standard). I'm happy to say that I have something that I consider close to production code across the board. Meaning my classes are clean, the original Ogre application I based my game on is now almost completely gone and everything is done in my code where it should.

I have designed a second level, which is actually the second part of the same level I had done before. This new segment features a new, different gameplay mode from the first segment. A third segment, the boss segment, will feature the third and final gameplay mode.

One huge thing that is up and coming is the seamless integrations between level segments. I want to be able to design and test level segments independently but the final result has to look seamless. That should keep me busy for a while. But I believe this is the last "unknown" in this project. That is, the last difficult step to cross before production can begin. I still haven't created one single asset for the game, so really I can't provide screenshots or anything. I can say that I'm up to 12000 lines of original code so far.

It'll be tough to recruit people to help out. It's the old chicken and egg story. I need an artist to make content to produce screenshots, and I need screenshots to attract contributors (including artists). Oh well, I'll cross that bridge when I reach it.

Christian out.