This year, I hit a lot of milestones for this project that I’m really happy with!
Cross-platform compile is working now, lots of long-standing issues have been fixed, and a lot of the cruft that was building up around this project has been swept away for a clean entry into the coming year.
I am still not entirely satisfied with the actual workload volume of how much I got done for 2019.
Balancing work priorities, life priorities, and gamedev priorities has been a hell of a ride, and I’ve definitely taken on several sideprojects that took away from my main gamedev focus for large chunks of time.
Hang in there. Keep grinding it out. These games won’t make themselves!
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• Successful reorganization of NPC code to make it easy to expand upon
• Successful migration to CMAKE
• Successful cross-platform linux build
• Online world map (WIP)
• Proper website (WIP)
• Five years
• Fixed lines of sight behaving strangely in the editor
• Fixed bugs with level loader not saving location correctly
• Fixed several bugs with screenshots, zoom, and the camera position
• Fixed line-of-sight performance bottlenecks in the editor
• Map editor UI has its own namespace with tools now for easier cleanup
• Fixed several encoding problems with exported maps
• Fixed physics bug where ramps weren’t being applied correctly
• Fixed crash involving null player sprite when loading map in editor mode
• Editor lines less harsh on eyes now
• Fixed transparency on debug text and line rendering
• Player now dies when falling in pits
• Fixed collisions with player and mobile waypoints
• Updated SDL_ConvertSurface functions to SDL_ConvertSurfaceFormat
• All pixel blitting functions now properly use ARGB8888
• Fixed issues with RamSpider camoflauge failing for certain sprites
• Automated gardening implemented
• Added waypoint debugging tools
• Fixed cached script constructor
• Fixed hundreds of illegal func(std::string&) function definitions
• Rebuilt newest SDL libraries for project
• Fixed around 140 illegal trailing semicolons (after namespaces, etc)
• Fixed many illegal enum declarations
• Fixed bug involving bad memory access on single frame animations
• New handler for aquatic wildlife
• Aquatic wildlife now correctly pathfinds to destination
• Filters available for waypoints to behave like aquatic wildlife
• Aquatic wildlife can follow aquatic waypoints to simulate schooling
• New handler for terrestrial critters separates floor, wall, and ceiling templates
• Terrestrial critters now correctly pathfind to destination
• Line-of-sight overhauls so that enemies can dynamically adjust pathing
• New species implemented: Urchin Crabs
• Terrestrial NPCs now have options for buoyancy
• New species implemented: ALIAS Infobot
• Fixed bug where enemies wouldn’t always use correct movement style
• Enemies now support asynchronous state change callbacks
• Fixed bug where paths could be built using filtered nodes
• Implemented filtered pathing
• Fifth complete overhaul of RamSpider logic - got it right this time
• Fixed several scanning bugs for palette swaps
• Finished drafting mining tunnels
• Began drafting first stretch of thoroughfare
• Many smaller maps drafted and implemented
• Several testing rooms for various enemy behaviors
• Completed Mining Cavern terrain variations
• Completed Thoroughfare terran variations
• Completed Blue Caverns terrain variations
• Lots of mining tunnel props
• Several new enemies fully built out
• New small bits of audio for introducing the story or specific areas
• Many map transition fixes
• Many animation timing tweaks
• Updated Hangcap terrain variations
• Many dialog and story scripts implemented in first areas
• Collectible gems
• New Mining Tunnels music (WIP)
• Updated editor icons
• New ALIAS bots
• New promotional art commissioned