Changelog 2014-07-07

Summary

As expected, not a huge amount of progress this past week due to the long holiday weekend. Nevertheless, we still made a bit of progress in a couple of areas. Nothing new on the devil prayer front, but we did finish the final two idle animations for Ignatius. Once these are exported and undergo final adjustments, we should be done with all animations for Act 2, and NR can move on once again to the second cutscene and Act 3 while I handle all of the exporting and loading into the game for Act 2. Also, NR solved the issue of animating the holy water in the font using 2-D IFL animations, so we can now have nicely animated holy water for Acts 2 and beyond. Now we just have to figure out what animations are needed.

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One week period leading up to 2014-07-07:

  • Finished final two idle animations for Ignatius (NR)
  • Created a flat DTS shape for the font water that contains a looping IFL animation on its surface (NR)
  • Exported the temporary font water shape and loaded into game, positioned it, and successfully tested the animation

This week’s screenshot shows the temporary font water shape positioned inside the font, with the test animation displayed on its surface. The final shape will use different surface animations.

 

The font water is animated using a smooth 2-D series of images.

The font water is animated using a smooth 2-D series of images.

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Changelog 2014-06-30

Summary

This past week saw us focus primarily on two areas: the final two idle animations for Constantin, and arranging the components of the devil prayer. The idle animations for Constantin required a bit of back and forth with the game to make sure they interacted properly with his bed, but I think they turned out pretty nice. So, as of now, Constantin has six idle animations for Act 2, idleA through idleF, whic hopefully will provide a decent variety of actions. The same actions will apply to Ignatius once NR has those complete, at which point I’ll then focus more on exporting and implementing all of Constantin’s and Ignatius’s Act 2 animations. The devil prayer continues to take shape, with now all eight arms loaded in and positioned correctly. Next comes some experimentation with lighting and particles, which will probably be tricky. However, with a long holiday weekend coming up, I’m not expecting a tremendous amount of progress to report next time.

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One week period leading up to 2014-06-30:

  • Consolidated all of Constantin’s Act 2 animations into one exporter file
  • Fixed Constantin’s idleD animation for Act 2, exported to DSQ, and loaded into game
  • Finished Constantin’s final two idle animations (idleE and idleF), exported to DSQ, and loaded into game
  • Began final idle two animations for Ignatius (NR)
  • Reorganized the prayer files in the game folder heirarchy, creating new folders for prayer scripts and assets
  • Created new prayer.cs script to manage execution of prayers, starting with the “devil” prayer
  • Loaded and repositioned all eight arms for the devil prayer to align with the zodiac
  • Added and positioned eight portal zodiacs for each of the arms
  • Fixed the bug found last week that gave an improper error when trying to REMOVE the flagstone in Matteo’s room

This week’s screenshot shows Ignatius at the beginning of Act 2, now in his bedroom in the dormitory, displaying some of his grief after the incident with Matteo.

Ignatius in Act 2, troubled after the incident with Matteo.

Ignatius in Act 2, troubled after the incident with Matteo.

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Changelog 2014-06-23

Summary

Only a few items to discuss this week. The new hare object for Act 2 needed a slight adjustment, so NR took care of that, and the final hare object was loaded in. We began the process of fixing one of Constantin’s idle animations for Act 2, as well as starting on a few new ones for both Constantin and Ignatius. Also, with the last devil arm completed for the prayer spell, I got those items exported and inserted into the main working directory, and started on the code to put everything together. Finally, I discovered something new an unexpected from the Torque scripting language that I never realized all this time: the random number function getRandom(), when passed a single number X as an argument, returns a random number between 0 and X. My previous experiences with languages has always been that a function like that returns a random number between 0 and (X-1). Fortunately, this didn’t create too many issues as I typically accounted for values out of the expected range, but it did make for some slightly puzzling behaviors that I now understand.

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One week period leading up to 2014-06-23:

  • Final hare object completed, exported, and placed in the game for Act 2 (NR)
  • Hare object transform tweaked so it appears appropriately in the inventory screen
  • Found a new bug: Trying to REMOVE the stone in Matteo’s room in Act 2 produces the “Can’t see any such thing” error
  • All devil arms exported with animations, and objects and textures loaded into the working directory
  • Started working on code for the devil prayer to put zodiacs and arms together
  • Began fixing Constantin’s idleC animation for Act 2 (NR)
  • Began new idle animations for Constantin and Ignatius for Act 2 (NR)
  • Discovered and addressed previously unexpected random number generator behavior

This week’s screenshot shows the final hare object in position in Act 2 in Constantin’s room, with Constantin preparing for bed in the background.

Constantin preparing for bed, with the new hare in the foreground.

Constantin preparing for bed, with the new hare in the foreground.

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Changelog 2014-06-16

Summary

Now with weekly screenshots! See below. This past week was a little slow as we got back in the swing of things, but we still accomplished some good things. We got a new model for the skinned hare to use for Act 2 and beyond, which is now implemented and functional, and NR completed the work on the final Satan arm and zodiacs for the devil prayer. The zodiacs are installed and working, and now I just need to export the final arm and get all of the arms positioned and timed appropriately. So I’ll probably be spending some time this week working on that prayer. I also finally found and fixed a long-standing bug that affected the inventory screen, whereby an object selected in the inventory would not become de-selected when clicking on a non-inventory item (or on nothing).

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One week period leading up to 2014-06-17:

  • New hare object completed and exported (NR)
  • Code to swap in new hare object implemented for Act 2
  • Fixed bug that did not de-select the current selected object if it was an inventory object with the inventory window open
  • Revisions made to final Satan arm for devil prayer (NR)
  • Finished designing and implementing the new zodiacs for the devil prayer

This week’s screenshot features the opening scene from Act 2, with Drogo standing excitedly over the dead body, rubbing his hands together.

The opening scene from Act 2. Can you feel the excitement?

The opening scene from Act 2. Can you feel the excitement?

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Changelog 2014-06-09

Summary

Bit of a slow week last week. It’s traditionally a very busy week at work, as this is the time grants get submitted, so there’s a lot of extra work effort put in. In the meantime, I continued work on the Church items, and worked with NR to start correcting some animation glitches in the Act 2 work for Drogo and Cecilia. We also ran through the list of new work to be done and decided on what is to be next. NR also completed the first draft of the final Satan arm for the devil prayer, which will now undergo some refining.

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One week period leading up to 2014-06-09:

  • Began creating code to swap Church items as needed during the game (applied to the objGame object)
  • Modifications made to fix animation glitch on Drogo’s Act 2 idle animation (NR)
  • New Drogo2 exported to DTS and loaded into the working game directory
  • New Drogo Act 2 root and idle animations exported to DSQ and loaded into the working game directory
  • Completed first revision of the final Satan arm for devil prayer (NR)
  • Next round of new work decided (new hare, four new idle animations for Constantin and Ignatius for Act 2)

 

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