In this section you can check out what I'm currently working in, practically in real time.
If some of this seems cryptic it's because the logs seen here come directly from my personal productivity tool prio, and are really just "notes to self".
Nevertheless, if you are interested in what I'm currently working on, this space will certainly be updated FAR more often than the news section.
22:50:40 codebase CLOCK: 00:20 hours
19:54:46 uppmt CLOCK: 00:25 hours
18:34:12 coi TASK: optimize traversal of history list
18:04:11 codebase TASK: cleanup core::GrowingArray
13:54:16 coi CLOCK: 0.1 days (01:40 hours)
10:40:15 coi TASK: limit network State size
09:20:55 coi CLOCK: 0.1 days (02:46 hours)
09:20:34 coi TASK: optimized history networking
08:39:33 coi TASK: network history test
07:43:18 coi TASK: persistence to history / event based
06:37:00 coi TASK: option for local simulation of commands
06:34:27 coi TASK: authoritative client
22:55:48 uppmt CLOCK: 00:36 hours
22:22:10 uppmt TASK: two stage metro gui (macro/micro)
17:16:28 uppmt CLOCK: 0.1 days (02:09 hours)
15:38:10 uppmt TASK: smaller upgrades
15:07:33 uppmt TASK: new right hud
15:07:30 uppmt TASK: bigger boy count gui
14:52:08 codebase TASK: vector cleanup
14:52:06 codebase CLOCK: 00:21 hours
14:11:44 codebase CLOCK: 00:45 hours
16:42:35 uppmt CLOCK: 0.2 days (03:49 hours)
16:42:10 uppmt TASK: new boy counts gui
21:01:59 uppmt TASK: new minimap
21:01:54 uppmt CLOCK: 0.2 days (05:34 hours)
14:55:00 uppmt CLOCK: 0.1 days (01:26 hours)
14:26:40 uppmt TASK: outline font
13:53:30 uppmt TASK: payload icon
13:53:21 uppmt TASK: armor icon
00:45:47 uppmt CLOCK: 0.1 days (03:01 hours)
00:44:55 uppmt TASK: replace hud
11:11:17 uppmt CLOCK: 00:35 hours
11:11:10 uppmt TASK: upgrade change: target -> brake
03:39:57 uppmt CLOCK: 00:19 hours
03:39:44 uppmt TASK: bounce button
03:39:41 uppmt TASK: missile button
03:39:40 uppmt TASK: bomb button
03:39:39 uppmt TASK: proper escape button
02:20:22 uppmt LOG
About potential iOS and Android versions...
The interface / input will work, I'm confident about that, but any iOS or Android versions will have to be based on Marmalade. This means potentially a third codebase (counting the current dev). Oh well, Win Store will probably be first in any case.
02:17:47 uppmt LOG
About time I described this project!
It all began with Magnus Dahl suggesting that the UfoPilot stuff should be on some kind of touch device. This got me thinking bad thoughts about the process for iOS again, which is kind of unfair. However, the main issue when thinking along these lines has been "how do you solve the input issue?"
The evolved "UfoPilot control scheme" involves a two button mouse, WASD for accurate control, as well as a number of dedicated buttons for special weapons / selection. As a result I didn't really think that a single-touch interface would work.
Magnus response was "just touch where you want the ship to go, tap to shoot at things". I initially scoffed at this, thinking it a knee-jerk response, but there was something about the discussion that got me wondering. A few days later he suggested Windows Store, as it is a newish platform that might not have many quality games.
After looking into Windows 8 and everything that entails I started warming to the idea. Getting the OS and the dev stuff working seemed straightforward enough, even though it entailed moving to new graphics and audio interfaces.
At this point, this project is a test based on the Phadt Menace Special Edition codebase, still on DirectX9 and developed on Windows 7. I have however already successfully implemented a single-touch only interface that works MUCH better than expected.
The gist is what Magnus suggested; touch to accelerate towards a position in space. This is nice as it mirrors what was going on with the mouse, and you never press on the avatar / ship itself. To fire you touch on an enemy / prison, and these are the only cases where you can fire at all. This wasn't intuitive to me, but it just works.
All of this is currently emulated using the mouse, but a lot of stuff had to be ripped out due to the fact that a touch interface doesn't have a "cursor". This will have implications on the upgrades, since cursor range is no longer applicable.
Lots of other details, including a design for 16:9, moving all hud and new buttons off of the playing field, and more GPU accelerated / optimized / better looking fire effects.
02:03:06 uppmt CLOCK: 0.1 days (01:16 hours)
02:00:10 uppmt TASK: GPU flames
19:52:10 uppmt CLOCK: 00:06 hours
19:51:59 uppmt TASK: remove FireManager
17:53:19 johno.se TASK: data-drive visible Sneak Peek labels
17:52:28 prio TASK: public / private labels (for johno.se Sneak Peek)
17:22:05 prio TASK: remove boards
17:11:55 uppmt CLOCK: 0.1 days (01:49 hours)
17:11:37 uppmt TASK: new Flames
17:11:35 uppmt TASK: remove FireBuffer
20:15:16 uppmt CLOCK: 00:24 hours
18:17:52 uppmt CLOCK: 0.1 days (02:01 hours)
18:17:46 uppmt TASK: 16:9 layout
00:41:20 uppmt CLOCK: 0.1 days (01:16 hours)
21:06:29 uppmt CLOCK: 0.1 days (01:43 hours)
18:51:41 uppmt CLOCK: 00:37 hours
17:40:23 uppmt CLOCK: 00:24 hours
14:43:13 coi CLOCK: 0.1 days (03:31 hours)
21:09:19 coi TASK: teleport to hero
21:09:17 coi TASK: chat
21:09:17 coi TASK: hero list
21:09:15 coi TASK: corner based ao
19:09:34 coi CLOCK: 0.2 days (04:16 hours)
17:29:19 coi TASK: ao tests
16:37:19 coi CLOCK: 00:59 hours
23:08:52 uppmt CLOCK: 0.3 days (06:23 hours)
19:10:19 uppmt TASK: target highlighting
19:09:59 uppmt TASK: first test of touch interface
19:09:58 uppmt TASK: remove deps on win32 input
15:52:14 uppmt CLOCK: 00:32 hours
15:22:17 uppmt CLOCK: 01:04 hours
15:03:36 uppmt TASK: rig project
13:27:58 sbtf CLOCK: 01:05 hours
01:37:58 coi CLOCK: 0.3 days (08:11 hours)
01:37:43 coi TASK: better viz of circles
22:14:50 coi LOG
Testing with toob...
19:45:08 coi TASK: directional friendship
18:48:32 coi TASK: network friendship input
17:01:45 coi CLOCK: 00:14 hours
16:56:04 coi TASK: network friendship state
20:10:31 coi CLOCK: 0.1 days (02:47 hours)
20:03:58 coi TASK: friendship
18:21:19 coi TASK: server announcement
18:21:04 coi TASK: server discovery