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.
02:03:54 zfighter CLOCK: 00:41 hours
01:22:42 zfighter TASK: show kill trigger / enemy counts in gui
00:16:37 zfighter CLOCK: 0.4 days (09:34 hours)
00:16:17 zfighter LOG
Some pretty interesting developments lately:
I have switched to world space material based texture mapping of the mesh pieces that make up the world. This is pure Quake style, but the materials are assigned conceptually (wall, floor, trim, etc) in Wings, and then the actual textures can be changed in the dev environment. This still needs more work to make it more flexible, variants of both mesh and texture per area or level.
I wasn't happy with the pacing of the action that came out of the group system, so I replaced it with a ZaryCaves style simple event system. Events are set up between offsets in the world, and depending on the entity type as well as the interaction with that offset various things can happen.
First off is the "visit" trigger, which is triggered by default for all entity types except for the checkpoint. This allows for player movement in the area to trigger other entities which are linked by events. Exactly what happens depends on the entity type of the receiving offset, but for example I use this now to explicitly spawn enemies.
This, together with a spawning animation and activation delay on the enemies, helps the feel of the action enormously.
I have also implemented "switch" triggering, which fires events based on the player shooting a switch. Switches on the receiving end of an event will flip, just as if they were shot. This means that shooting switches can trigger other events, and other events (like "visit") can flip switches.
Lastly I have implemented a "kill" trigger. This is just a bogus entity that sets a flag when triggered, and thereafter checks for a zero enemy count, at which time it fires an event in turn. This allows me to create, for example, a room which seals when the player enters, enemies spawn, and the player must kill all enemies before being let out of the room again.
I envision a "power" trigger, which simply toggles global power in the level, which will allow me to turn off all bridges and barriers, all animations, and all extra lighting. Couple this with nearly invisible sneaky enemies and it should be cool.
Perhaps the "power" trigger can be multi-bit, so that certain bridge / barrier colors and / or other effects can be toggled individually.
23:59:02 zfighter TASK: camera clipping
23:58:31 zfighter TASK: delayed spawns
23:36:43 zfighter TASK: kill trigger
23:36:42 zfighter TASK: switch trigger
23:36:40 zfighter TASK: visit trigger
23:36:09 zfighter TASK: implement triggered events
17:38:41 zfighter TASK: remove 2d and 3d lines from view
13:30:07 codebase CLOCK: 0.1 days (01:18 hours)
00:11:42 codebase CLOCK: 0.1 days (03:04 hours)
00:11:40 codebase TASK: further refine the fixed function state handling
17:57:40 zfighter CLOCK: 0.1 days (01:25 hours)
17:56:44 zfighter TASK: support for texture browsing
16:01:11 zfighter CLOCK: 0.1 days (02:42 hours)
14:05:35 zfighter TASK: support multiple materials in xworld
19:46:15 codebase CLOCK: 00:12 hours
19:34:11 zfighter CLOCK: 0.1 days (02:14 hours)
17:19:46 codebase CLOCK: 0.1 days (01:14 hours)
01:45:41 zfighter CLOCK: 0.2 days (04:40 hours)
20:30:54 zfighter CLOCK: 00:28 hours
12:42:24 prio TASK: show punched in labels in title
21:13:38 sandblox CLOCK: 0.1 days (01:23 hours)
18:27:48 sandblox CLOCK: 0.2 days (04:04 hours)
12:32:29 sandblox CLOCK: 00:15 hours
20:39:57 sandblox TASK: remove equipment concept
20:39:52 sandblox TASK: reimplement flying as an item
20:38:13 sandblox CLOCK: 0.3 days (07:33 hours)
18:28:25 sandblox TASK: icontroller to dev
17:38:57 sandblox TASK: basemetacontroller to dev
17:20:40 sandblox TASK: better lighting on drops
16:47:57 sandblox TASK: resolve culling issues
15:23:02 sandblox TASK: public deployment
19:47:48 codebase CLOCK: 00:15 hours
19:24:05 codebase CLOCK: 0.1 days (01:16 hours)
16:17:13 sbtf CLOCK: 00:36 hours
16:17:11 sbtf TASK: render to texture experiments
14:55:46 codebase CLOCK: 0.1 days (03:04 hours)
14:51:18 codebase TASK: explicit softmesh clear
13:59:26 codebase TASK: better ff stateblock setup
15:07:34 prio CLOCK: 00:18 hours
19:19:26 sandblox CLOCK: 00:52 hours
17:23:50 sandblox CLOCK: 00:25 hours
17:23:45 sandblox TASK: implement dmp persistence
15:57:40 sandblox CLOCK: 0.1 days (01:38 hours)
11:32:56 sandblox CLOCK: 01:10 hours
18:57:45 sandblox CLOCK: 0.2 days (04:25 hours)
18:57:05 sandblox TASK: model chunk purging, very speculative design
16:50:51 sandblox TASK: purge chunk meshes outside pvs
12:39:32 sandblox CLOCK: 0.1 days (02:51 hours)
12:39:27 sandblox TASK: visualize chunk allocation
20:07:30 sandblox CLOCK: 0.1 days (03:31 hours)
17:58:48 sandblox TASK: enable null chunks in persistence format
15:44:22 sandblox CLOCK: 0.1 days (01:20 hours)
14:31:18 sandblox CLOCK: 00:27 hours
14:23:44 sandblox TASK: refactor foot audio