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.
17:15:30 codebase CLOCK: 01:07 hours
17:12:56 codebase TASK: factor out parts of ACE gui to common lib
16:05:51 codebase CLOCK: 00:44 hours
14:34:42 codebase CLOCK: 00:46 hours
13:48:15 sandblox CLOCK: 0.1 days (02:34 hours)
11:14:04 sbtf CLOCK: 0.1 days (01:26 hours)
10:05:42 music CLOCK: 00:00 hours
21:13:14 sandblox CLOCK: 00:19 hours
20:53:18 sbtf CLOCK: 0.1 days (03:14 hours)
20:36:03 sbtf LOG
Yesterday saw a change in where breach points would occur, specifically in dead ends where the player needn't go.
This makes the game feel more strategic, as beasts will not longer just pop up in random positions. There are rare cases where a breach point is on the same tile as a data core, but this can be fixed easily.
Building on that, beasts (Seekers) will now damage doors when they bump into them. This in turn augments the game experience significantly again, lending a sense of urgency to the mission as eventually the beasts will have free run of the map.
Currently the beasts do not path to the player. With all other things being equal I think this would be much much too hard to deal with.
More tests are needed, but things are looking more and more promising.
Also implemented yesterday was more particle effects, most notably smoke from the player's weapon, significantly occluding lines of sight and making things even more scary.
20:32:50 sbtf TASK: beasts break doors, making them unclosable
17:09:25 sbtf CLOCK: 0.1 days (02:44 hours)
23:30:00 sbtf CLOCK: 0.1 days (02:34 hours)
18:10:24 sbtf CLOCK: 0.1 days (02:38 hours)
13:19:17 sbtf CLOCK: 00:10 hours
12:33:33 sbtf CLOCK: 0.1 days (02:26 hours)
23:00:46 sandblox CLOCK: 0.1 days (01:18 hours)
23:00:36 sandblox TASK: move softhud drawing to asset class
19:38:45 sandblox CLOCK: 00:57 hours
19:38:31 sandblox TASK: refactor inventory cursoritem into object
18:44:50 music TASK: pers share of bers payout march 2012 to sweden
20:24:34 music TASK: smask vocal to midi
20:24:20 music CLOCK: 0.2 days (04:10 hours)
21:34:42 sandblox LOG
In general I have been working for quite some time now on optimizing various aspects of the chunk building process. Progress has been slow but steady.
Currently looking into using interpolation to limit the number of noise function calls per chunk built...
20:55:05 sandblox CLOCK: 0.1 days (01:19 hours)
12:29:48 sandblox CLOCK: 00:42 hours