story

September Update

Hey guys,

This update will be a bit thin; Goldie and Crimson have been both similar degrees of overburdened by their day jobs since Crimson’s last big push to complete the latest merge. Which happens – we can only ask so much of anyone in their free time, and hope things ease up on them both soon. My eagerness to continue along to that first content update is practically nuclear.

For my part, I mentioned a few updates ago (I think) that I was working on what will either be a long quest chain or perhaps a standalone story. I’ve been continuing to work on that, having now the acts outlined and building character profiles. As a few people mentioned, even such a thing as an excercise helps me to build the world, and I feel it’s doing just that. Aside from making sure everyone knows what we need when they have a chance to work, writing’s one of the few productive things I can do from my bed, hence the focus thereon.

Also, apologies to anyone who had issues with the forum’s reCaptcha system, that should now be working as intended.

Mid-August Update

Hey guys,

So, Crimson has been able to take care of a huge merge. Our code has been updated in tons of ways, primarily to put us in a position for the new Unity update. Here’s a run-down of everything done:

  • GUI code overhaul. Something Crimson’s wanted to do for a while, making the systems a lot nicer under the hood. Inventory screen is fixed again, something important for the next client update. There’s also the beginnings of support for switching gear mid-fight, taking your ‘turn’ to do so. (It’ll likely rely on a specific skill later on to do this.)
  • Battle code update. Again this tidies up code and makes it easier to work with and expand upon, using phases. There’s also code now to prevent a battle triggering immediately after one has finished.
  • All the changes for Grids2, our hexmap system, have been implemented. This will become obsolete once we update to the new Unity, since it has built-in support for hexmaps, but it safeguards us having our own working solution for the time being.
  • Tons of superfluous code removed.

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Mid-November Update

Hey guys,

I apologise that it’s been slow since the last update. I’m sure you’re aware that a lot’s happened in that time, not least of all the US election. A lot of my US friends have been in need of support, and both Vahn and Crimson have been doing the same. This won’t be a political discussion thread, I’m just letting you know what’s up. Besides that, every year about this time I suffer from seasonal adjustment disorder. Got my sunlamp (although caffeine isn’t an option) which should help. Thankfully I don’t suffer from the depression that usually comes with it, I just get to spend the next few weeks feeling as though I haven’t slept. It’s a pain, but nothing new. Usually I don’t like to mention¬†such things, but I’d like to keep these updates in the spirit of full disclosure. Anyway, update stuff:

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November Update

Hey guys,

First off, we hope everyone had a great Halloween. I spent the majority of mine writing something filthy and slightly Halloween-inspired, more about that further down.

Interface

The new GUI is coming along and looking good, already closely resembling the new mockups. The next step will be to focus on the back end in order to have the new pretty buttons perform the new moves, and have the battle change state correctly depending on if it’s waiting for input or ‘playing’ the enemy’s turn, displaying the new continue button respectively. It serves as kind of a stand in for animations, and the new position and automatic timer should be a big improvement over the current design.

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The Story So Far

In July 2014, I posted an update on my FA page announcing I was going to make a game. Whenever I could spare the time between commissions, I’d be watching YouTube tutorials and reading up on how to write in C# and make a game in Unity. I’d never programmed anything before then, so there was a lot to learn. I managed to create the base Parser system and it’s brother, the Dictator system, as well as a mostly-functional UI. (The Parser is the thing that takes tags in text and replaces them with the right words and adjectives). There was also an in-game clock, some locations to move around and other bits and bobs. It all worked and was pretty slick, I thought.¬† (more…)