After a long month or so of development, I have put a nice bow on the latest changes, cut a release, and am now thinking about what’s next.
This release is quite the milestone, as it establishes the framework for external data loading at run time, which opens up the possibility of modding on a very basic level.
The additions are as follows:
- integration of JSON.net
- runtime data loading for the following:
- tile maps
- can now design maps via Tiled and import them using a new Tiled -> Eternal Engine class
- created playable builds of the game for the following platforms:
Last time I wrote a blog entry, I started it off with an apology of sorts, where I literally did no game development for a month due to The Legend of Zelda: Breath of the Wild. That was a month ago. What’s my excuse this time?
So, I implemented pathfinding a while back. But like everything else I’ve been working on, I just did a quick and dirty implementation and moved on. Fast forward to today, and now that I’m getting ready to finally embark on that journey that is Unit A.I., I’ve had to take a small detour to fix up a known bug.
In today’s GIF, you can see me selecting a tile across the water for a particular unit. And, you can see them do the right thing, which is go around the water, across the desert bridge (why do I even have that there, lol), and to the destination. But this wasn’t what would happen a few days ago. You’d get the following:
One of the cards I have on my Prototype board in Trello was “Show Attack Tiles”. I’ve already had the logic to highlight the movement tiles for a while, but I always knew that I wanted to come back and increase the range of highlighted tiles to show where the unit can’t actually damage other units with its equipped weapon.
The development train keeps up its momentum with the latest implemented system: Map Scrolling. Yeah, I know, it’s not exactly sexy, but it’s something that is super important, and key to the look and feel of the game.
Now, as I’ve said over and over again, I’m still in prototype mode, so I just whipped up something pretty rudimentary. I know there are ways to to improve it, however, it does what I need it to do, and that is all that really matters.
As for how it’s implemented, it comes down to the following:
State Of The Union
What’s up, people? No, I’m not going away for another 2 years. Life has happened over the past month, but now, I’m back to it!
So yeah, long gone are the days where I can put in 8 hours a day of work, 6-7 days a week. I mean hell, I was already doing that while holding down a full time software engineering job. I was 24-26 during those times. I’m now 36. I’m married. I have a house. I have an almost 2 year old daughter. Yeah, not happening.
However, to be fair, I can’t blame it all on that. There is this other thing, called Destiny: Rise of Iron. That launched 9/20, and being the hardcore player that I am, I had to experience all parts of it, on my Hunter, Warlock, and Titan. Story missions, new strike, Iron Banner, and most importantly, the new Wrath of the Machine raid on both normal and heroic modes. I’m sorry! I just had to do it, and get it out of my system. New content shouldn’t be dropping until their annual spring update, so I’m good now, I promise!
But enough about non-Rose of Eternity stuff, because you’re not here for that. Here are the highlights of things I’ve been working towards:
As you can see from the above GIF, I definitely was able to get something done these past few days. And luckly for me, they were more or less the things I outlined in my last post as things I wanted to work on next.
Ever since I started working on Rose of Eternity games, while I have definitely squeezed as much as I possibly could out of the Aurora & Eclipse engines, there were always limitations. There were so many times were I was like, “Shit, if only the engine exposed this functionality” or “Man, I wish I could change the look of this character sheet UI”.
On the other side of the coin, I was given so much out the gate. Conversation editors, level/area creation tools, scripting languages… And that’s not even counting all the stuff under the hood. Rendering, physics, and who knows how many other systems. I never had to think about it. I was able to just sit back and do what I do. Implement combat systems, create semi-branching story lines, a little level design, and tie it all up with a nice, shiny bow.
Now, I have to start from the bottom. But where? That was one of the biggest lingering questions I had in my mind over the past few months.