This week the work was very little, but was (that is my immediate goal, to actually work a little each week and don’t fall behind ‘dorfing).
Aftershave was moved to OpenTK, and sadly I discovered that it doesn’t have any direct means to get text input (it just recieve individual keystrokes), so the console now died. One of the advantages is text rendering, as it supports rendering from real fonts, that I missed from working with other libraries.
Also, I found the original design document for Aftershave, when it was a college project, dated March ‘06. I want to write a new one, reusing the good ideas form it. Hereby I declare this week the Write the Document week, and promise to have it here next time I post.
I tweaked the site a little, and changed the avatar system to use gravatar, so most of you people will now have silly faces next to your comments.
PS: Dear Grue, please stop failing, or die slowly.
Wow, half a year without updates… That was lazy.
Not much to say, this week I resumed work on Maped Prime (400 revisions! happy revisionversary!), and started designing Aftershave (as my last post said, as a *very* simple game).
Also, this new version of Windows Live Writer finally does what I expect from it, and lets me tweak the post HTML. Now I need to redesign this ugly site a bit.
Verge Goodness
The work on Maped Prime has been smooth, cleaning up code, redesigning the program to allow changes.
A lot of the global state code has already been removed, and that with other and most new coding is a lot smoother now. For fun I wrote a XML exporter, and worked great.
I fixed a very small rendering bug that had bothered me since the beginning. The map was offset always by one (zoomed in) pixel top-left. Reading GDI+ documentations, turned out that using PixelOffsetMode.None make the first pixel to be centered in (0 ,0), so it spans from (-0.5, -0.5) to (-0.5, -0.5). Using PixelOffsetMode.Half makes pixels act as expected. Now *that* is good design.
NOTICE: Don’t bother to try Prime now, tools are disabled.
The Legend
After working this last semester at a uni project with OpenTK I was wondering if moving Aftershave to it. Makes using modern OpenGL actually fast and easy. And it also has a good font rendering system. I will look into it.
About the game itself, it should have four basic dungeons with four unique enemies and one boss, one final dungeon, and a simple overworld. And two NPCs. And that’s it. Pretty simple and writable in a small timeframe (or so I hope)
Well, see you next week!
At last, here we are, born to be kings.
The Legend of Aftershave will start to unveil slowly here…What does destiny has prepared for our hero? Why is he a hero? Who the hell is this creepy looking old man? Will Moonwalk lose the Gruedorf Challenge on it’s first attempt?
As for the old man, his name is Braulio, and he may or may not be the old wise guy who gives advice to our Hero.
I hope to clear the site style a little form this week on, ’cause now it’s kinda messy and not really finished, and add some additional information also.
And to finish the post, some real dev information, in a style blatantly stolen from Kildorf:
Newsworthy
As this is the first post on The Legend of Aftershave here, I’ll introduce a little on the technology we are using. This game is been developed from scratch and targeting .Net Framework 2.0 and Mono 1.2.x, using Sdl.Net and OpenGL
The engine is been programmed in C#, and probably map scripting will be implemented in Python using IronPython. I hope to have a first build prepared to download tomorrow.