Hi Guys!
Yesterday I got employed to program a game for Android. This means that The Forgotten Planet will move forward at a slower pace during the upcoming months.
So if you don't see updates as frequent as before, you know why.
Until next blogpost
SolarStrings
The Forgotten Planet Game Music
The Forgotten Planet - Menu Music - By Josef Falkensköld ( www.falconshield.com )
Thursday, 26 January 2012
Sunday, 22 January 2012
Bug Fixing is going good!
Hi Guys and Ladies (if any lady happens to follow my blog that is ^^)
This month has been great code wise so far! There is no Youtube Video this time either, since all work has been "under the hood", fixing, rewriting and tweaking things.
Network Code Re-Design.... Again!
I decided to re-design the network code for......... the 3rd time! I really haven't coded much network stuff before starting with this game. I did some small simple upd & TCP/IP tests, but nothing near of how to handle enemies, player positions and all the other nice stuff in an efficient way & make sure it runs smoothly enough over the net without to much latency.
So why did I decide rewrite the network code again? Simply because I noticed that some of the bugs I had could only be solved by making a more efficient way to construct and handle the network packages.
To make a long story short, 2player co-op network is running smoothly now. I'm only about 50% done, since I'm converting the old network code to the new one. But the important thing is: It runs faster, much more stable & It's now a lot easier for me to add or change the package structure.
Immediately when the first pieces of the new network code was in place, a couple of bugs just solved themselves right away, as I had expected.
Converting the rest code will take a couple of more days (doing this in-between work, family, training & friends).
My graphics artist completed the first "crawler" enemy this week, which I have not had the time to put in-game yet, since fixing bugs is 1st priority this month.
To sum things up: Things are moving steady towards Tech Demo 2, so in a couple of months you'll be able to try it out yourself!
Until next blogpost
SolarStrings
This month has been great code wise so far! There is no Youtube Video this time either, since all work has been "under the hood", fixing, rewriting and tweaking things.
Network Code Re-Design.... Again!
I decided to re-design the network code for......... the 3rd time! I really haven't coded much network stuff before starting with this game. I did some small simple upd & TCP/IP tests, but nothing near of how to handle enemies, player positions and all the other nice stuff in an efficient way & make sure it runs smoothly enough over the net without to much latency.
So why did I decide rewrite the network code again? Simply because I noticed that some of the bugs I had could only be solved by making a more efficient way to construct and handle the network packages.
To make a long story short, 2player co-op network is running smoothly now. I'm only about 50% done, since I'm converting the old network code to the new one. But the important thing is: It runs faster, much more stable & It's now a lot easier for me to add or change the package structure.
Immediately when the first pieces of the new network code was in place, a couple of bugs just solved themselves right away, as I had expected.
Converting the rest code will take a couple of more days (doing this in-between work, family, training & friends).
New Art
My graphics artist completed the first "crawler" enemy this week, which I have not had the time to put in-game yet, since fixing bugs is 1st priority this month.
To sum things up: Things are moving steady towards Tech Demo 2, so in a couple of months you'll be able to try it out yourself!
Until next blogpost
SolarStrings
Sunday, 8 January 2012
Bug fixing month!
Hi Everyone!
Today, there's no nice youtube video for you, just informing you of what I'm up to.
This month is dedicated to fixing bugs and tweaking things to behave as I want to. There has been a couple of bugs lying around for to long, which needs fixing before the release of Tech Demo 2. I've managed to get rid of the most "nasty" ones I had, which is good, but there are still more in the "soup" which needs extermination.
The first boss AI is coming around nicely as well, there are only a few things to tweak then I'm satisfied. I'll be "hiding" him from you until you encounter him in Tech Demo 2 :).
My Graphics Artist is working on finishing the last enemies and the background for Tech Demo 2.
So to sum it up, here's what's left before release:
SolarStrings
Today, there's no nice youtube video for you, just informing you of what I'm up to.
This month is dedicated to fixing bugs and tweaking things to behave as I want to. There has been a couple of bugs lying around for to long, which needs fixing before the release of Tech Demo 2. I've managed to get rid of the most "nasty" ones I had, which is good, but there are still more in the "soup" which needs extermination.
The first boss AI is coming around nicely as well, there are only a few things to tweak then I'm satisfied. I'll be "hiding" him from you until you encounter him in Tech Demo 2 :).
My Graphics Artist is working on finishing the last enemies and the background for Tech Demo 2.
So to sum it up, here's what's left before release:
- Menu Redesign
- 15+ rooms to explore
- Sound effects for the main character & the enemies
- Eliminate the last bugs
- First Boss Graphics
SolarStrings
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