Changes:
- HexEngine: Load images only once.
- HexEngine: Able to set display transparency via lua.
- HexEngine: Step by step map loading.
- Secret Prophecy: Max Payne style comic for chapter intro.
- Secret Prophecy: Added some basic controls to the chapter intro.
- Secret Prophecy: I now use the step by step map loading to load the map while the chapter intro is being displayed.
Challenge 200:
For this progress report : 12h
YTD : 150h / 200h
For the past four years, gamers and geeks around the world have raised over a million dollars in toys, games and cash for sick kids in Children’s Hospitals across the globe. And, for the first year, Montreal Children’s Hospital has been added to the list of Hospital we can donate to.
Visit Child’s Play website, click on Montreal Children’s Hospital and Donate! It’s for a good cause!
3 Steps Closer:
Step by step ooh baby
Step 1: Stop working at Air Liquide Canada as a Web Developer. (Hrm I mean .. We can have lots of fun)
Step 2: Go back to School. Start University. (Hmm.. Theres so much we can do)
Step 3: Get a part time job in the industry as a Game Tester. (Its just you and me)
That’s right folks, I’m 3 steps closer to completing my Not-So-Secret Master Plan! Thanks to frob for helping me update my resume! It really helped with Step 3. Thanks man!
And sorry for the blog hiatus but I was taking my time to adapt to my new student life, and now, balancing my time between university and job.
Changes:
- HexEngine: Added on_after_event to layers events.
- HexEngine: Added tile events using a feature currently in the trunk of Tiled
- HexEngine: Added on_load and on_unload as supported map properties. The value is a Script to be executed.
- Secret Prophecy: Sprites Animations
- Secret Prophecy: Character movements with movement animations.
- Secret Prophecy: Basic AI for random NPC movement.
- Secret Prophecy: Basic wandering AI within a rectangular zone.
- Secret Prophecy: Basic AI following a predefined path.
Challenge 200:
For this progress report : 30h
YTD : 138h / 200h
What a night! 280 came to see the presentation! 280! That’s a new high since I started as a volunteer.
Unfortunately, I can’t say much about the presentation in itself, because I only catch a glimpse of the Q&A session at the end. But I don’t mind since I was helping out the IGDA and still got to network with some really nice people :) Oh and there should be a movie of the presentation posted on the IGDA Montreal website.
Most of my personal projects are started because I ask myself way to many questions. When creating TetriQuest, I wanted to know:
- Is HexEngine ready to create a simple game?
- Is it easy or hard to create an AI for Tetris?
- Could RPG-like element be implemented in the gameplay of Tetris?
And I couldn’t be happier because, with TQ 1.0, I was able to answer all those questions. Here’s a small post-mortem of what went well and what didn’t
The Good
Development was Rewarding
There is not a feature in this game that was not rewarding to develop. Having a working Tetris clone in a short period of time with my homebrew engine was great. And when I saw my AI being able to do 10000+ lines on average, I was ecstatic!
A New Found Passion
I was already intrigued by AIs and creating my own was so much fun that I started reading AI for Game Developer. I’m looking forward working on more complex AIs!
The Bad
A well defined milestone only mid-project
Version 1.0 is not all that I had in mind for TetriQuest and not having a well defined milestone led to some “oh shinny!” moments. I rectified the situation mid-project to bring it back on track.
Moving On
With 1.0 completed, I can put TQ aside for some time and get working on HexEngine and on the-secret-but-not-so-secret project codenamed Secret Prophecy.