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.
21:43:29 bloom LOG
Bloom is now live on BeamDog! http://www.beamdog.com/products/bloom
11:30:35 bloom TASK: request cert
19:39:54 bloom CLOCK: 01:00 hours
19:19:54 bloom TASK: test with volume at zero...
19:14:33 bloom TASK: xbox controller support
14:20:12 bloom CLOCK: 0.2 days (03:55 hours)
14:19:58 bloom TASK: better replay name and date display
13:29:39 bloom TASK: fix ambience dropouts
12:39:18 bloom TASK: add help texts for video and audio options
11:51:24 bloom TASK: volume control, arrow keys?
10:53:03 bloom TASK: fix "mario pipe" stuck issues
10:31:23 bloom TASK: more AO around hero
23:49:23 bloom CLOCK: 0.2 days (04:09 hours)
23:48:10 bloom TASK: add toggle for various options for utilizing screen real estate
22:23:56 bloom LOG
In beta now.
21:41:09 bloom LOG
The whole render throttling issue isn't resolved, but the game is deployed to BeamDog (running 100Hz as usual).
I have successfully run the game at both 50Hz and 25Hz, with the addition of subdivision updates in the hero vs world logic, as this needs finer resolution. 50Hz is probably a good sweet spot, but my weaker machines still can't deal with that.
Will need to do more testing before making a final decision.
21:39:53 bloom TASK: test automatic rendering throttling
19:28:10 bloom CLOCK: 00:23 hours
19:05:31 bloom LOG
Working on trying to get slower machines to handle the game. My approach is interleaving the rendering, as the model needs to update at 100Hz for everything to work out deterministically.
17:45:31 bloom LOG
Testing on various machines, lots of Windows updates going on...
17:45:13 bloom CLOCK: 0.2 days (03:58 hours)
15:03:38 bloom TASK: deployment
15:03:31 bloom TASK: update chip image to include the mountains
14:58:28 bloom TASK: fix animation bugs when paused
14:46:55 bloom LOG
Uploading to BeamDog network!
14:37:29 bloom LOG
Experimented with adding "memory" / trails to the hero sprite rendering. Didn't look good...
14:05:42 bloom TASK: change idle mode to show an appropriate message when there are no scores
17:06:21 vidiot CLOCK: 0.1 days (01:42 hours)
17:03:14 vidiot TASK: refactor clip property names
16:34:01 vidiot TASK: support for clip moving / cloning between tracks
14:24:23 codebase CLOCK: 00:43 hours
14:23:43 codebase TASK: remove win32directorytree usage
11:55:37 bloom CLOCK: 01:06 hours
11:55:32 bloom LOG
Polished the description text and the background image on the BeamDog game page.
11:38:04 bloom LOG
Argh, deployment issues... The DeployTool won't accept my exe... Waiting for support...
11:27:00 bloom LOG
Getting some of that great "impending release" feeling now! :)
Adjusted the ghost hero to be a little more contrasty, and rounded the edges of the credits images for a softer look.
Going to deploy to BeamDog now!
21:58:34 bloom CLOCK: 0.1 days (02:54 hours)
21:58:28 bloom TASK: support directory scanning in nwf
20:06:18 bloom TASK: nwf support
18:14:57 bloom CLOCK: 0.1 days (03:01 hours)
18:00:42 bloom TASK: ambient occlusion for hero
16:41:43 bloom TASK: better ghost hero
16:41:42 bloom TASK: fix replay hud text
16:09:32 bloom TASK: move highscores to ufopilot.com
14:36:01 bloom CLOCK: 00:21 hours
14:20:36 bloom TASK: beamdog screenshots
12:51:51 bloom TASK: switch to dxut screenshot system
12:51:50 bloom CLOCK: 0.1 days (01:24 hours)
12:07:54 bloom TASK: change namespace
12:00:17 bloom TASK: beamdog images
11:59:05 bloom TASK: splash image
21:11:30 bloom CLOCK: 00:38 hours
19:09:10 bloom CLOCK: 00:07 hours
15:06:15 music CLOCK: 0.1 days (01:23 hours)
14:50:20 music TASK: implement procedural thumbnails for Whiskey Session site
14:49:59 music TASK: update site for Whiskey 33
23:28:05 tinytonestoo LOG
Worked mainly on "Tinyish".
23:27:49 tinytonestoo CLOCK: 00:12 hours
21:28:44 tinytonestoo CLOCK: 0.1 days (02:28 hours)
18:55:00 music TASK: donate loops to Freekok
18:00:15 music TASK: produce Whiskey 33
18:00:13 music CLOCK: 0.2 days (04:38 hours)
22:48:45 bloom CLOCK: 0.1 days (01:30 hours)
22:48:43 bloom TASK: better animated water
21:31:39 bloom TASK: optimize processing, possible disk cache
20:55:53 bloom CLOCK: 0.1 days (01:35 hours)
19:21:06 bloom TASK: support hud in replay mode
19:20:55 bloom TASK: enable processing in repllay mode
18:58:22 bloom CLOCK: 00:18 hours
18:07:44 bloom TASK: fix mirror clipping
17:33:24 bloom CLOCK: 01:01 hours
14:32:48 bloom TASK: fix exit top ambient occlusion
14:25:21 bloom TASK: integrate icon
14:12:19 bloom CLOCK: 01:04 hours
00:20:00 bloom CLOCK: 0.1 days (02:40 hours)
00:05:18 bloom TASK: move hud outside of canvas
18:38:28 bloom CLOCK: 0.3 days (06:15 hours)
18:23:27 bloom TASK: notes anim
17:33:23 bloom TASK: secret norn song
17:23:21 bloom TASK: fix water / swimmer / jumper ao bugs
17:22:53 bloom TASK: ao and bloom debug rendering
17:22:51 bloom TASK: refactor helptexts into container
15:45:44 bloom TASK: remove colormad bubbles
15:45:42 bloom TASK: fix zero hero running loop
15:04:14 bloom TASK: puff effects and sounds
12:45:48 bloom TASK: further ao masking for flowers, etc
12:31:05 bloom TASK: refactor screens into container, including ambience
20:55:24 bloom CLOCK: 0.1 days (01:16 hours)
20:55:09 prio TASK: remove label sorted unsorted tasks (currently descending)
19:34:31 bloom CLOCK: 00:16 hours
17:56:24 bloom CLOCK: 01:02 hours
17:46:36 bloom TASK: work on underground farplanes
16:15:52 bloom TASK: adjust farplanes that bloom too much
16:15:47 bloom CLOCK: 0.2 days (03:57 hours)
10:26:41 bloom CLOCK: 00:47 hours
10:26:08 bloom TASK: options for no bloom on some (underground) screens
10:26:04 bloom TASK: fix editor
18:21:38 bloom CLOCK: 0.2 days (05:17 hours)
18:14:31 bloom CLOCK: 0.3 days (06:26 hours)
18:14:06 bloom LOG
Looking at getting Bloom on BeamDog ASAP, as a fun freebee.
This will be free to play, basically the functionality that was available on HUB for a fee, but with the additions of some minor gui and effects fixes.
One thing that I'm working that is really cool is the addition of ambient occlusion and bloom effects. This is still a work in progress, but it is really just some simple masking and gaussian blurring, and finally some GPU compositing (subtractive for the ambient occlusion and additive for the bloom).
We (Mad and myself) will also probably be adjusting some of the art, as some of the farplanes / backdrops are blooming way too much, and others need to be darker.
Also some new secrets... :)
18:09:03 bloom TASK: bloom and ambient occlusion shader
12:02:40 bloom TASK: test web backend
11:45:10 codebase TASK: update AssetTracker for VS2010
11:45:04 bloom TASK: factor out tile drawing to own class
11:45:02 bloom TASK: fix mouse cursor clipping
11:45:00 bloom TASK: fix font jitter
11:44:59 bloom TASK: replace "drop flowers" animation
11:44:57 bloom TASK: test determinism
16:25:15 sandblox CLOCK: 0.1 days (01:25 hours)
19:47:20 music TASK: stage voice 5k
19:37:11 music TASK: bers may 2012 payout to per
19:36:47 music TASK: bers march 2012 to per