Author Archives: Rubes

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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Comments on Changelog 2014-01-20

The main theme in the last couple of changelogs has been “entering” and “exiting”.

In Vespers, there are several objects that act as traditional interactive fiction-style “supporters” and “containers” — that is, objects that allow you to mount them (supporters) or enter them (containers). These would be objects like chairs, benches, and beds. The latter is particularly important for Vespers, but either way if we’re going to include objects like these in the 3D world, there should be a process in place for sitting and lying down, even if it’s not crucial for the completion of the game. Without that, the world would just seem too non-interactive and uninviting.

In text, the process of mounting or entering objects is fairly straightforward, and is [More...] Read the rest

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Changelog 2014-01-20

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CHANGELOG
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Week of 2014-01-20:
- Finished implementing code to SIT the player in a chair, and to get up from the chair, with animation
- Mapped the SIT command to the ENTER action ($vENTER)
- Implemented the SIT/ENTER action for the locutory and calefactory chairs, and the calefactory benches
- Converted all of the short tables and benches in the refectory to selectable objects (so SIT now works)
- Converted the choir stalls to enterable to allow ENTER action; created custom $vENTER call to handle it
- Implemented the verb action for GET OFF (GETOFF)
- Implemented the verb action for STAND (maps to EXIT for STAND or STAND UP, ENTER for STAND ON)
- Finished new animation controls for Constantin (NR)
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