Monthly Archives: February 2014

Changelog 2014-02-17

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CHANGELOG
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Week of 2014-02-17 (sorry for the delay):
- Finished porting script code to AFX 1.1
- Loaded second AFX spell into game (Arcane in the Membrane) and set it up to operate on the player (very cool)
- Finished porting engine code to AFX 1.1 on the Windows side, code is now up to date on both platforms
- Began to set up new animation controls for Ignatius for the second cutscene (NR)

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Changelog 2014-02-10

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CHANGELOG
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Week of 2014-02-10:
- Finished porting engine code to AFX 1.1
- Ported script code to AFX 1.1
- Loaded test AFX spell into game (Light My Fire) and set it up to operate on the locutory fireplace
- Finished new animation controls for Drogo (NR)

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Comments on Changelog 2014-02-03

No update to the Changelog last week due to vacation. If you haven’t experienced Yellowstone National Park in the winter, I highly recommend it.

Got off on a bit of a tangent lately. It started when I decided to look more seriously at the PRAY command, and how best to implement it. Without giving too much away, Jason used the PRAY command to great effect in the original Vespers, but in a way that is very challenging to implement visually in 3D. As I apparently described in a blog post from precisely two years ago, PRAY has been something weighing on my mind for quite some time:

There is still the question of how to implement the PRAY command, however. In the text

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Changelog 2014-02-03

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CHANGELOG
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Week of 2014-01-27:
- No update this week due to VACATION. Winter in Yellowstone!
Week of 2014-02-03:
- Began to explore implementation of the PRAY command
- Catalogued all of the instances and outcomes for PRAY based on target and timing during game
- Explored porting code to AFX 2; decision made not to use this version due to magnitude of script changes required
- Began to port code to AFX 1.1 to implement PRAY and other features
- Finished new animation controls for Cecilia (NR)
- Implemented new animation controls for Drogo (NR)

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