goldie

Mid-October Update

Hey guys,

Sorry for the slight delay on the update this week. I’ve been fairly under the weather, I suspect a combination of a bug and the ol’ seasonal affective disorder starting to kick back in. I’m not much better yet but I didn’t want to keep you all waiting. Goldie is now back from her trip to the US, but is now recovering from some elective surgery. It went well and she should be right as rain soon enough, but it does mean we’re all a bit out of sorts currently.

However, we did get some time to go over what the next course of action is, discussing how best to build the in-between directory/bridge between the Director and the game’s data. We plan to do this on an as-needs basis. New keywords and syntax are added in order of how much we need them. I’ve written a few drafts of the basic player description block to get an idea of this, and have made a list of some thirty or so keywords for Goldie to get started on.

Hopefully, once there’s enough there to establish a pattern, I should be able to add keywords and plug them in myself. And, once we have those in, we can really start testing things – both changing text to test with the same body, and changing the body to see how it changes the text. We’re not terribly far from there now and I’m excited for it.

Until next time!

September Update

Hey guys,

Recently Goldie and I finished making all the major decisions for individual bodyparts. There’s now lots more flexibility in the system and only a small amount to finish there before we can call the Body system’s first version complete. It’s about as complex as I expected it to be, though no more than it needs to be now.

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Mid-May Update

Hey guys,

So, as before, work continues on the Body system and progress continues to be made. Goldie, who is now on the forums here, has been working extremely hard along with Crimson on it and I think it’s safe to say the system is now functioning. It still needs testing as well as more capability and part logic added, but the underlying framework is coming together.

In the most recent Dev Diary I asked Goldie to talk a bit about the Body system, as she’s much better equipped to get into the nitty-gritty of it.

Goldie:
“Let’s start from the hard requirements – we need some way of being able to interface with the Body as part of a PlayerCharacter, and we’ve already constructed a Facet GetProperty system which is being used by the UI and the battle mechanics to get and set properties already, and is a good place to hook in the Director and Producer functions. So it would be ideal if we didn’t have to make a second interface for the Body parts – those should really be able to be communicated with via the same API.

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Mid-March Update

Hey guys,

A lot of time was put in by¬†AnonDev2 recently creating a new character API, and by Crimson merging it into the main branch. Now that that’s done, we’ve been moving forward on the system which concerns itself with calculating damage and other numbers in battle.

The API in question is a clever idea of Crimson’s that AnonDev2 (who shall henceforth be known as Goldie) has been working on. It’s a level of abstraction that allows us to easily generate facets (health, stamina, resistances, things like that) without weighing down the system with properties we know they won’t need. For example, one NPC might not need health and other battle-centric stats since it will never be in combat, while a feral Canen or other monster won’t need sets of data necessary for simulating their physical body. It’s very light and means we only ever create what we need. It also means tht if we want to rewrite how a part works, the interface that the rest of the code uses doesn’t have to be rewritten. We can do drop-in replacements using the same API to be able to to do testing, if and when we need to.

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