Category Archives: Vespers

Changelog 2014-05-12

This week’s changelog covers more work transitioning from the first cutscene to Act 2, including the ability to skip the cutscene and advance directly to Act 2. It’s amazing how many different things you need to account for in those circumstances — stopping audio and animations, making sure all scheduled events are cancelled, and so on. I’m sure I missed something in there. I also now have separate scripts for all of the Church items, including datablock and object initialization, as well as doMethod scripts. This was done because the Church objects change from Act to Act, and it’s easier to separate them from the rest of the objects to keep better track of them. We also have a few new models to play with, [More...] Read the rest

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Changelog 2014-05-05

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CHANGELOG
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One week period leading up to 2014-05-05:

– Continued reorganizing code to account for Act 2 material
– Continued to expand the objGame object to handle both Act and cutscene setups
– Created separate file for all keyMaps in the game, with associated methods
– Created new script to handle Act title text displayed at the start of each Act
– Reorganized some of the startup routines for better separation of concerns
– NPC doMethods are now all working for Act 2
– Prepared new set of Act 2-related work for NR

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Changelog 2014-04-28

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CHANGELOG
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One week period leading up to 2014-04-28:

– Continued reorganizing code to account for Act 2 material
– Created new game object (objGame) to handle some game initialization routines, variable initialization, and Act setups
– Reorganized the NPC startup and spawn routines to account for Act 2
– Moved setup routines from doScene() into objGame and AIPlayer for better organization
– Began introducing changes to the Church items for Act 2 with code reorganization
– Reorganized Acts to include 1.5 (1st cutscene), 2.5 (2nd cutscene), and 4.25/4.5/4.75 for the three stages of Act 4
– Working on adding new version of biteMatteo with collision box (NR)
– Began work on fourth devil arm (NR)

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Changelog 2014-04-21

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CHANGELOG
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One week period leading up to 2014-04-21:

– Finalized code to transition from first cutscene to Act 2
– Exported Act 2 models for Drogo, Constantin, Ignatius, and Cecilia along with root and idle animations
– Created necessary objects, datablocks, and .cs files for the four characters in Act 2
– Loaded all characters and running idle animations on all Act 2 characters
– Re-exported and loaded Act 2 Matteo with a collision box
– Re-exported and loaded locked calefactory door with a collision box
– Modeled and animated two additional demon arms for devil prayer (NR)
– Incorporated all three devil arms into prayer

 

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Changelog 2014-04-14

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CHANGELOG
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Two week period leading up to 2014-04-14:

– Fixed bug in first cutscene by creating separate Ignatius cutscene files same as other characters
– Began edits to sceneManager.cs to begin process of transitioning from first cutscene to Act 2
– Edited seatMap to allow for the usual single-key commands (E,X,etc) and right-mouse button commands while player is in bed or chair
– Prepared animation list for Cecilia Act 3
– Edited and spliced all sound files for Cecilia Act 3
– Set up script for first prayer (Devil)
– Modeled and animated first demon arm for devil prayer (NR)
– Incorporated demon arm into spell with existing zodiacs
– Began modeling/animating remaining demon arms for devil prayer (NR)
– Continued work on [More...] Read the rest

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