Archive for Programming

The Day After Dev Report #11 – Hedge Maze

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Have you ever found a note written by yourself months ago? How it’s unmistakably you, but you have no idea what it means or why you felt it was important at the time? That’s basically the living reality for inhabiting any long-term, big project. It’s that curious combination of familiarity but novelty, like walking through […]

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Slight Repurposing

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At the risk of eliciting cries of “Oh ya mug!” I’ve made a change to my projects. Whereas before I was steaming away on┬áKung Fu Chronicles (aka Kung Fu Legends aka that-Kung-fu-game-you’re-making), I’ve shifted projects and priorities around. I’ve discussed before some of the game engine stuff I had been working on. As a proof […]

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Re-engineering the world

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I discuss my design iterations for the game entity system for Kung Fu Legends.

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TADS 3 Debugger tutorial

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I’ve been beavering away at my projects lately with not a lot of interesting news thus far. Nevertheless I’ve taken a bit of time on the side to write up a tutorial for using the debugger in TADS 3 Workbench. TADS 3 is an interactive fiction programming language that I’m quite proficient at, and a […]

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The very first screenshot

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I’ve taken this week off from work to spend some time on my creative pursuits, which mostly means Kung Fu Legends and my novel Breathe. I’ve toiled away at Kung Fu Legends and I’ve finally got some tangible results! The very first screenshot is below.

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A Sisyphean potter

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I’ve been a bit sick lately, so instead of going out and having fun, I’ve been cooped up inside. On the upside, I’ve been writing Kung Fu Legends code. So far I have the main GameManager, Options, Graphics, Input, Event management and some testing frameworks set up. I gave the UI a good Harvard try, […]

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Laying concrete

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So despite my recent blue-sky posts, I have been writing actual honest-to-goodness code for Kung Fu Legends. I’m working on the boring bit at the moment which is getting all the helper libraries set up and working. Currently I have options, logging and graphics subsystems primed and running. I had to rewrite and refine a […]

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Motivations II

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In my last post I discussed a few ideas I had rolling about for motivating players to play my (currently vapourware) Kung Fu Legends. It was focussed on intrinsic motivation – ways inside the game to make players play more. Now I want to talk about a few ideas I had for extrinsic motivation – […]

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The voodoo of writing software

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I’ve been working on the game engine for Kung Fu Legends for a while now and I’m slowly building it up. It could initialize a bunch of subsystems and print a message on the graphics plane. Real cutting-edge stuff. Anyway, there were a couple of minor things in the implementation that bugged me – my […]

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Thinking inside the box

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I’m currently working on the basic game engine for Kung Fu Legends. I’m the only person working on the game and I’ve never successfully made a whole game engine, so progress is slow. To my delight I have one of the main subsystems up and ready – the graphics subsystem, powered by the Ogre3d library. […]

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