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Ted
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« on: November 28, 2009, 09:20:13 PM »

Hello, fans of the mind-numbingly unnatural!

As you know, Cyclopean has taken a giant leap forward in aquiring an engine, and much work has now been done toward bringing Scott's vision (and writing) to a monitor near you. To allow the other Great Old Minds at ITS to have some input (and set me straight where necessary) Scott has asked me to do a weekly update for the ITS developers. We are posting the first one publically so you can have a quick glimpse at what is going on behind the scenes. So here, for the very first time & complete and unedited, is last weeks inaugural Cyclopean weekly developer update! <pause for applause>

_______________________________________________________

Dateline: Oceania, Tue 24/11, 15:17

Hello, and welcome to the first in many weekly updates on the progression of Cyclopean. Scott asked me to do these to inform you folks on where my efforts stand, record things for posterity (such as if we get weird bugs down the track, someone might say, "hey didn't you say you were going to blah blah blah several months ago? That would do it!") and possibly, his way of making sure I am sober at least once a week. These updates will be posted on a Monday (his time) which is long gone where I am, so just let me start by saying...

Welcome, TO THE FUTURE!!

<cue Twilight Zone music>

Now... prior to getting the engine, I was doing a lot of what I called 'flowcharting', which specifically meant (or ended up meaning) outlining some of the functions I would need to write and how I thought the general structure of parts of the engine would look (the dialogue section, the combat section, the levelup section etc). There were a few false starts as I realised how much of what I had in mind wouldn't have to be done from scratrch but could be done with the existing functionality of the engine (such as I am able to understand it without full documentation) and along the way I also moved from working on the dialogue side of things (which will involve accessing text files of some sort, which is way outside my comfort zone atm) to the combat side of things (which will involve writing and calling lots of functions and is where my experience lies). I've also been cataloguing, as it were, the various different states a character might be in (asleep, prone, unconscious, bleeding etc etc etc) and which of Scott's many skills and traits affect what, and when exactly to calculate AC / damage / to hit etc etc etc, and what will have to be carried forward to where, and asking Scott lots of obscure questions, and slowly inching forward.

Now we have the engine  Grin  So I took a break from all that and started doing the obvious stuff (printing and reading docs and doing the tutorials) and of course messing with the world editor. So far I got a splash screen going when we start (not all that important but eminently satisfying), I have got the camera set at an angle that Scott seems happy with (but which can of course be changed), got 'move by right mouse button' going and also worked out how to bind functions to keys (which is very simple but I actually made one work and since I am using a totally new language in TorqueScript, I'm going to hail it as a major breakthrough). Generally, I've been wrestling the basics of the engine (camera / mouse / keyboard) from its default setup for an FPS to our somewhat-isometric RPG.

I've also been playing the AoD demo a little - very impressive! - so I will take the liberty of explaining my actions by contrast to that, for ease of understanding. (I will also point out that I am trying to follow Scott's instructions but occasionally have my own ideas of doing things, so he is more than within his rights to jump in at any time and say, "No, thats not what I meant! Do this!" and I won't mind at all.)

  • Movement and interaction will be left-mouse, changing according to the 'target' (move to terrain, talk to NPC, open door etc). Think I have a pretty good grasp of how to do this - determine the target using vectors, determine its type etc. Will ask for help if I screw up. This differs from AoD's right-mouse move.
  • Right-mouse will be for menus of non-standard options: kosh the NPC instead of talk to him, sneak across the terrain instead of walking, lock the door instead of opening it etc. (Differs from AoD).
  • Scroll camera independantly with AWSD (currently working on) a la AoD, though Cyclopean will have fog of war.
  • Rotate camera pitch independantly using mouse-wheel-button held and mouse (a la AoD?)
  • Zoom with mouse wheel (a la AoD?)

And thats what I am working on atm. Hope to have the rest of these basics going very soon Smile

O I've also been fiddling with all sorts of other things in the world editor, from the decal-maker to setting up collision meshes for Scott's models that he has sent me, but I won't go into those til I have them working right.

I seem to have deleted all the pix I sent to Scott of the engine in action, so I've attached a 3rd-person FPS perspective of a few of his models sitting around, and a few default ones, and a default player. Not really indicative of anything I have been doing Smile


* arkham_orb.jpg (103.34 KB, 576x516 - viewed 572 times.)
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Starwars
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« Reply #1 on: November 29, 2009, 05:28:57 AM »

Great to hear news and great to hear you guys are taking off with the project. Looking forward to hearing more about the progress and all that!
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Flop
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« Reply #2 on: November 29, 2009, 10:59:47 AM »

It all sounds very good. I'm happy to be the first to congratulate you on the key-binding breakthrough. Smile
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caster
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« Reply #3 on: November 29, 2009, 12:12:13 PM »

me too!


* bender.jpg (26.74 KB, 392x406 - viewed 63 times.)
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« Reply #4 on: November 29, 2009, 01:11:19 PM »

Quote from: Ted
Oceania

Hawaii or Papua New Guinea? Either way you are insanely far away from Arkham.
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thomasc
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« Reply #5 on: December 01, 2009, 01:23:26 AM »

Quote from: Ted
Oceania

Hawaii or Papua New Guinea? Either way you are insanely far away from Arkham.
Australia most likely.
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Ted
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« Reply #6 on: December 01, 2009, 07:13:05 AM »

Lucky guess. Or you checked my profile Tongue
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MaximB
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« Reply #7 on: December 31, 2009, 03:05:24 AM »

Lucky guess. Or you checked my profile Tongue

Your profile picture was enough Wink
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Ted
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« Reply #8 on: February 15, 2010, 01:12:39 AM »

Well, I've been tossing up whether to do a developers blog (or dust of my old blog for such a use) but since that would probably just be page after page of me screaming, "I miss Python!!! O God, how I miss Python!!!!!" I figured I could do that here instead. Smile

I will have a genuine update in a day or two but for now here is something I just found: the developer's diary of one of my all time heroes, Andrew Braybrook, when he made one of my absolute favouritiest games, Paradroid. It brings back a lot of memories (such as having a C-64 freeze up with a lot of hard work in it. I used to try a reset with a paper clip. Worked about half the time. Fried my C-64 once doing this when I connected to the 5v line instead of the ground). Note Cyclopean will be nothing like Paradroid for obvious reasons (the latter is an arcade game in space) but I reckon its a good read ne'ertheless.

http://www.zzap64.co.uk/zzap3/para_birth01.html
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Ted
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« Reply #9 on: March 02, 2010, 11:02:03 PM »

What? Not one reply? My gawd, the guy mentioned Jeff Minter and Tony Crowther and... there's no pleasing you people! Panic Lets try a genuine update then:

Dateline: Oceania, A day or two (or 16) after the last update

I've just released version 2 of a dialogue reading tool for Scott to write and test his dialogue files. V1 was released a while back but only allowed basic navigation around the file: this one allows checking for skills, stats, gender, backgrounds, money, checking and setting flags, and a little function for only discussing certain dialogue branches once (so you don't get to have the "well, maybe he had tentacles coming out of his head, and maybe he didn't..." discussion with a breathless NPC acting like he didn't just tell you all this 5 minutes ago). The quests functionality is only 50% finished (which means its currently 100% useless) but its a start Smile
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caster
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« Reply #10 on: March 03, 2010, 02:05:29 PM »

this is an automated board response:

"Great! Awesome! Stupendous work guys! Cant wait till the game comes out! Ill buy at least 10 copies each day! Youre just too sexy!"

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GhanBuriGhan
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« Reply #11 on: March 03, 2010, 04:03:09 PM »

There may not much to reply to atm, but I hope you keep the updates anyway. Its good to get a sense of progress! Are you guys using assets from AoD as well, like ZRPG apparently does?

Lol@caster - slow day?
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Ted
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« Reply #12 on: March 03, 2010, 06:24:05 PM »

Nah, you guys don't have to massage my ego, I was just surprised that link didn't generate some discussion. Damn good read.

Assets? Not yet, though Vince did promise help with things like AI that I will certainly be taking him up on later.
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Scott
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« Reply #13 on: March 03, 2010, 09:01:08 PM »

Mostly coding assets, since the settings are so different, and those have to wait on AoD's game engine being ported to Torque 3D, our (and ZRPG's and Scars') game engine.
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GhanBuriGhan
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« Reply #14 on: March 05, 2010, 02:44:38 AM »

Nah, you guys don't have to massage my ego,
Oh don't say that. 5 years from now, when the game will be about 50% done, you may need all the ego massages you can get Wink
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