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Instead of starting over, I rolled my sleeves up and started reformatting an old build that had quite a bit already done for me. I dunno why I keep wanting to start over when I've got technology that works, and works with other classes inside of a stable build! Anywho, I'm currently gutting the Lua dependencies and replacing them with XML, because XML is SO much easier to set up and use with the help of tinyxml. I've already gotten my menu system converted over and just finished the Default Profile loading (when you click New Game, it starts you with a default character, etc. This will change once I implement creatable characters).
One super mega awesome HUGE thing that happened recently is that Mike and I got to hang out with Naveen!! OMFG!!!!!!!!!! I haven't seen him since graduation, and man was it a blast. Last weekend Naveen hastily put together a hang out sorta thing with some buddies from work and shot an e-mail off to Mike asking if we wanted to come along. Those guys are just great, and we all had a blast: especially after half of them got drunk and decided to keep getting me killed in New Super Mario Bros. Wii. I actually got a chance to briefly discuss ARPG with Naveen and get some feedback, which I plan to implement 100%. It was amazing to hang with those guys and I can't wait until we set up another time!
I also said last post that I was playing FFXII (or wanted to: I finally found a 2-pack of memory cards for $25 at Best Buy, the same price GameStop wanted to charge for one), but that kinda dwindled away into nothing after getting my much-needed ARPG motivation kickstart. I'm at the part right after the two Demon Walls. That first one is freaking rediculous: I REALLY want the sword he drops, but it's impossible at level 13 or wherever I left off. As far as the other FF I play a ton, I have actually played it here and there, but I've been doing well at staying away from it. Usually I'd log in in the morning or before bed and see if Belladonna is up. I've gotten claim on it four times, but no drop yet. I only have TH1 with a level 15 THF subjob, so I don't really expect to get it immediately. It just sucks having to wait for the darn thing to spawn, then hope to claim it over the 1 to 4 other people there who probably have bots or something.
But what I want you to leave with is this: work on ARPG is being conducted, for cereal!! I can't promise a playable build yet or even give a date when one will be available, but it will come. I don't plan on releasing anything until it's playable. Right now all you can do is navigate a menu and move a guy around. When I've got actual gameplay (attacking, taking damage, dying, winning, and maybe some effects) I'll put it up and ask for feedback.
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So yeah, once a month updates. Great... anyway, the update: I saw Sherlock Holmes and it was awesome. I'm continuing to flesh out ideas for ARPG. I should be in a position where I can begin coding soon: just a starter app that has simple shapes for rendering and some basic input. I bought and beat Zelda: Spirit Tracks in the span of about two weeks (a little disappointed, but still a good game). I got my PS2 controller finally, but can't find my memory card >< so FFXII is going to have to wait a bit more. Can you believe that PS2 memory cards are STILL $25!? I might try a Gamestop and see if their GS-brand ones are any cheaper.
I got my name (well, my FFXI character name anyway) spoken on Pet Food Alpha's 184th episode. PFA is a FFXI podcast (and so is LimitBreakRadio, since I'm sure all of you went "what the crap is that?") in which the hosts talk about various news about Square-Enix, the game itself, or whatever. Sometimes it's about specific jobs or in-game events and others it's about community sites and news. Anyway, both PFA and LBR are awesome.
Other than that, just working on music and *ugh* still playing FFXI. Though I've also picked up Wind Waker again. I don't know how far I'll get into it before I realize I should be spending my time on other things, but we'll see.
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I've hit a bit of a slow spot in terms of playing Final Fantasy XI. Not to say I'm not playing, just not feeling like I need to as much. I'm in the horrible 65-70 range on my Puppetmaster, AND I've got Dancer to finish for my subjob...it's starting to feel like a chore. My new group has a regular thing on Sundays, but some people couldn't make it today so it was canceled. But ENOUGH about that: on to what I plan on spending my not-FFXI time on.
So about two post ago (which was a month ago; jeez, I should update more) I said I was working a little more on my ARPG project. You know, I should really give it a name. Anyway, I had Mike come over Friday after work and I bounced some ideas off him. My goal was to have someone else examine what I had designed up to that point and provide constructive criticism. And that's what I got, but I also realized that a lot of the stuff I thought I had fleshed out was hardly even outlined. Since I had to explain everything from the ground up, I was basically teaching myself as much as Mike. I would explain how I envisioned something working, he'd ask questions and suggest alternatives, and after he left it seemed my idea was significantly different from when we started. Not only did my existing ideas get tweaked, but new ideas were formed and added. I now know more or less how combat is going to work. The exact algorithms and variables don't exist yet, but I know what actions each unit can take.
And a few hours ago, another friend Franklin called me up and gave me some advice on how to proceed with development. He told me to take my project and break it into smaller more manageable chunks, which I always plan on doing but end up going "but I need this before that, oh but this should come first, and if I want the game to do this I should have that..." I'm actually going to take Franklin's advice this time. I was already planning on having combat completely ironed out before coding anything: meaning I was planning on playing out the rules on paper or something. Franklin said I should make a console program that just ran the numbers for me. Things like monster enmity/aggro/hate/what have you wouldn't be in there yet. Its main purpose would be to test the algorithms for damage and such. I'll have the program display the results, and from there I can tweak the formulae.
Then once I'm happy with how that works, I can focus on the aggro/hate portion of my AI. I'll have the enemy choose who to attack based on a variety of factors. Once THAT'S to my liking, I'll bring things into life with the render engine. At first it'll just be a graphical version of the console program: the player and enemy will animate and such. I might even add movement AI for the enemy, say for fleeing if he's losing. After that I'll work on input and at that point it'll be playable.
I'm not promising anything as far as time goes. We all know how well I manage time. >_> And we know how easily I lose steam. But for the moment interest in FFXI has hit a lull, so I should take advantage of it.
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I jumped servers on Final Fantasy XI today. All my friends on my old server were either no longer playing or no longer my friends, so I figured if I wanted to get anything done I should move. I've only spend a day on my new home but I'm already liking it. And these people use Vent! Granted they don't talk much, but it's nice to have the option. I'm sure my new friendships won't have as many communication roadblocks my old ones had. Everyone seems pretty cool so far, except one guy who lol'd my PUP. But he just hasn't seen a good one yet, so I'm gonna work towards changing his mind. Other than that, things have been good. Got PUP63 in a party with my new linkshell and am close to 64. At 65 I can equip my Shiva's Claws which will help out a nice bit. Then my next good set of gear doesn't come until 68. THEN I need to work on gathering the items for my O.hat...lots to do. But fortunately it seems as if my move was a smart one. The people in my party were impressed with my PUP, so that made me happy.
Dude, I was healing better than the SCH was. Who uses Cure I past the dunes!? And then he refused to use Regen because he thought it only lasted 15 seconds. But he was replaced after a while, and I got to actually DD. Check it out (names were changed to protect the innocent):
My damage consists of the PUP and Puppet. We did a combined total of 14845 points of damage. That puts us as the #2 DD behind the DRG and his wyvern, and more than twice the damage of any other DD in the party. I just wish I could put this in my search comment. Then again, my new LS is more than happy to party with me, so I might not have to seek. But when I have to...oh man, it'd be nice. I know there's a PUP on another server whose reputation is so awesome that he gets merit party invites when he's not seeking. I want that. So far I've seen a few 60+ PUPs on my new home, so maybe I won't be alone. Hopefully the majority of them knows what they're doing.
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So, real quick: NEW SONG! Vacation! Lyrics by Mike Belotti, guitar by MEEEE (all except for an accoustic arpeggio)!
In other news, ideas are being thrown around for ARPG. Sci-fi theme or fantasy? FFXII-like gambit system for party member AI? Networked multiplayer? (probably not) Damage algorithms, attack combinations, stats, items, levels, enemies, maps, WOOO. It sure sounds like a lot, but it's mostly "hey, this one particular random idea would be good for an item/enemy/attack. *no new ideas for a week*". I do, however, plan on NOT starting all over. I am going to be recycling and updating existing technology I've written like my tile system (still renders inefficiently, but still several hundred FPS so bite me!) and animation system.
Progress might be slow since I'm playing FFXI more heavily now. PUP62 woot! I was in an awesome party Sunday night where I outparsed the DRK AND the WAR! Of course I'm including my puppet's damage in that calculation, but I'm supposed to: we're two halves of one cohesive unit. There was an update today with an addition to SMNs, which is okay, but I rarely party on my SMN anyway. And they BROKE CARBUNCLE MITTS! >:( Now Carby isn't free anymore. I REALLY hope they fix this soon, otherwise that ridiculous NM we fought (two years ago but still) would be all for nothing. It better have been an accident and not a nerf, otherwise I and about five thousand other SMNs will be extremely pissed off.
So that's pretty much it. Kbai.
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Ok, update. Puzzle Game progress has pretty much stopped. The reason I chose to make a puzzle game was because it was a project I figured I could actually finish (as opposed to my many restarts of ARPG). However it seems I have underestimated the scope of the idea, as well as gotten bored with it. I mean, after I finish it...what? I don't really play that many puzzle games. And mine's not gonna be cool or innovative enough to get me to play it.
So no puzzle game. I have been playing a lot... A LOT ...of Final Fantasy XI lately. Perhaps too much, but I CAN'T STOP! T_T I finally got one of my subjobs to 37 and am working on another, but before that I need to level Ninja else I won't get parties...THEN I can finally continue Puppetmaster. Often times it feels more like work than a game, but I can't convince myself to quit. Fortunately I still like creating music, so hopefully that will gradually eat up more time and balance me out.
My copy of Music Creator 5 came in the mail today. Gonna open it after I'm done typing this up. Mike has MC4 and showed me a bit about it. Looks pretty cool, and it's got lots more features than the free Audacity I've been using (though Audacity is amazing for a free program). MC5 has a few more bells and whistles (mostly patches/instruments/voices/etc) than 4 does. So yeah, I'll play around with that in a bit.
And the last significant thing that happened to me is that I slammed my finger in the door of a slot machine on Monday. My fingernail is slightly bruised, but it's not hurting as much. Only when I put pressure on it. Obviously more pressure than typing requires.
So yeah. I'll update again in another month. >_>
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I haven't touched Puzzle Game in a while. I did make some additions since my last post, such as making selections with the mouse. I'm currently working on the swap mechanic: I don't want the pieces to swap instantly like my last iteration did. I'd either like them to be gradual linear interpolations or a circular swap, as in the two pieces rotate their positions about the midpoint of the line between them. But yeah, mostly I've been doing other things, some less productive than others...
But one of my more productive (or what may lead to more productive) activities is researching the Torque game engine. It's pretty popular; in fact my company is working on a Torque-powered slot machine engine. So not only would this work from a "Theo wants to learn about industry-accepted game engines," it's also great for the "Theo's knowledge of Torque might work in his favor at H5G" approach. From what I've heard, I'm not sure I'd like to be an engineer if I have to work with our client's current engine, but if we moved to Torque...maybe.
However I'm having a bit of issues with the demo I downloaded from GarageGames' website. It's basically just a rollercoaster ride through an example game level, stopping at key points to show you a certain cool thing they do. However this demo actually includes what they call their Mission Editor, which is a WYSIWYG graphical editor that allows you to place objects, manipulate the world and write scripts. Though so far I'm having a horrible time understanding where to find anything. I haven't looked at the scripts yet, but I am more than a little upset at how the editor doesn't freeze time. For example, the player is on top of some floating satellite thing at the beginning of the demo, but if you start to move him somewhere else, he falls. Yes, gravity is in effect while in edit mode. I dunno who thought that was a good idea, but I guess it could just be me: I'm sure there's an option somewhere to turn it off, maybe in a script that, again, I haven't looked at yet. I'll have to play with it some more.
I could complain more about things I don't like about it, but that time could be better spent trying to figure the thing out. If I like (or can at least tolerate) the engine, I'll probably buy a license. It's $295, which is cheap considering what most engines go for, and I get a good bit of stuff. So we'll see.
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