Changelog 2014-06-02

Summary

Back into the swing of things this past week. My entire focus has been on the Church items, a set of 11 items that change over time during the game, sometimes based on the player’s actions. Some of these items change by a quick swap of textures; others require complete changes of models and textures. In some cases, these are associated with other changes as well, such as to lighting or position. Up until now, I’ve only had to implement the base objects for Act 1, but now that I’ve moved beyond to Act 2, it was time for better organization. So I finally created an Excel file to track the various changes over time (model, texture, other things), which I can then implement in code to effect those changes. I also realized that I never re-formatted frescoes 3 through 6 to fit the shape file, which involved converting and scaling from the original TIFF file to a much smaller, transparent PNG. With that done, now all Church objects and textures are complete, and all are now loaded into the main working game directory. Now it’s just up to the code.

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CHANGELOG
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One week period leading up to 2014-06-02:

  • Finished editing the doMethods for all of the Church items to account for the changing descriptions over the five Acts
  • Completed an Excel worksheet to track all of the changes to models and textures over the five Acts
  • Scaled down and formatted frescoes 3 through 6 as transparent PNG files to swap in when needed
  • Loaded all of the various model and texture files for all Church items into their respective directories in the working V3D build
  • Began work on the final Satan arm for devil prayer (NR)
  • Began collating next set of modeling/animation work for NR
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Changelog 2014-05-26

Summary

Not much to report for the past two weeks. We’ve been dealing with the loss of a cherished family member here, so work has taken a back seat. We also spent some time out of town over the holiday weekend, so not much has been happening here lately. Things are beginning to return to normal this week, so hopefully there will be more to report next time. For now, I’ve been dabbling a bit with the new scripts for the Church items, mostly implementing the code to account for all of the changes in appearance that occur over the course of the game. Part of that involved going back to one of our old models, the fresco itself, and reconfiguring it so that we can swap textures (the frescoes themselves) with a simple command, rather than having separate objects for each fresco. This is how things were set up for the different St. Cuthbert objects, allowing for fast texture swapping as the game progresses. The problem is that the model has to be set up prior to export using a specific naming convention for the textures, so I had to go back to the fresco model files, change the texture file name, and re-export the object. I’ll have to go back and do that with some other objects as well, but it only applies to objects that change textures alone, not shapes. So that will take some sorting out.

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CHANGELOG
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Two week period leading up to 2014-05-26:

  • Continued reorganizing code to account for Act 2 material
  • Began editing doMethods for Church items to account for changes in appearance for the five Acts
  • Fresco object modified to allow fast texture swapping; Act 2 fresco implemented
  • Completed fourth devil arm for devil prayer (NR)
  • Contacted our musician about new work for Act 2 and beyond
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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, as well as a new list of items for NR to tackle to round out the Act 2 material I missed the first time around.

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CHANGELOG
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One week period leading up to 2014-05-12:

– Continued reorganizing code to account for Act 2 material
– Added code to allow skipping of first cutscene with transition to Act 2
– Better transition code to Act 2 with appropriate fadein of Act text
– Created new, separate scripts (initialization and doMethods) for all Church items
– Finalized new models for Matteo for Act 2 (NR)
– Created devil head for devil prayer (NR)
– Generated new set of art assets for NR to cover missing pieces from Act 2

 

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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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