Showing posts with label game engine. Show all posts
Showing posts with label game engine. Show all posts

Sunday, August 3, 2008

Day 23: KRPGE 0.0.3 Works Began

Though I didn't do game development in the morning as I usually do, I still managed to do 4 hours of development.

The main objective for KRPGE 0.0.3 was achieved surprisingly fast and with a few improvement and slight modification over Playground Wars's code. Terrain support, though it suprisngly requires more code than I expected, was completed in the span of two hours. Huzzah!

I also began work on eliminating the redundancy found in EditEngine and GameEngine found in the KRPGE's two program as a neccessary unplanned project along the way to the secondary objective, which is to clean up the Camera's redundant codebase.

Than I began work on the camera itself, writing a method that can be used in all 4 directions and then getting the horzontial movement methods to use the new all purpose method.


Today is fantastic.

7 more days until I achevie my goal!

Tuesday, July 22, 2008

Day 14: Engine Release!

The KRPGE engine is finally released! You can visit the KRPGE homepage for more information and download.

Tomorrow, I will be tackling writing the KRPGE map editor.

That's it. I don't have much else to say.

Day 14 is complete and 16 more days to go.

Monday, July 21, 2008

Day 13: Workload More Than Expected

Well, I certainly didn't ancipitate the amount of work it takes to get a framework ready. I could release just the engine but that mean developers have no context from which to work with. With the current workload, it seem that I will finish this in 3 days, not the next day. Never mind that the map editor will probably also take a long time too.

In any case, rbgooey-0.0.5 is released. This library will be necessary for the use of engine.

As for the experiment, I finished 13 days doing 4 hours of programming. As usual, there's a lot of commits. 17 more days to go.

Sunday, July 20, 2008

Day 12: Game Engine Complete

Day 12: 45 commits and 48 hours logged so far.

Well, the game engine is completed and it now have a name: KRPGE(Kiba Role Playing Game Engine).

The only thing left is actually preparing it for release. I have to get rbgooey out the door first since rbgooey was updated for use on the engine.

After that, I will be working on preparing the game engine framework so people can actually use it. It will have blanks placeholder files so people can add their code to it.

Once I am done with releasing the framework, I will be working on the map editor again.

I hope to finish it all before RubyWeekend #2. If not, at least I have some advantage over my peers in term of how much I have to do.(assuming at least I get the engine out)

18 more days to go before I complete my training. :)

Saturday, July 19, 2008

Day 11: Nearing Completion

I like self-mandated work hours. It make things goes WHOOOOOSH!

And it did for me today. Day 11 with 50 commits, marking 44 hours total of development logged. 19 more days to go

Well, my prediction that I won't finish the engine this week, barely. Unless you count Sunday as the end of the week, in that case, I will finish the engine.

Progress so far:

I finished pretty much everything except updating the file format and the player related features. The Player class isn't fully integrated into CharacterTracker class yet. The code, for the most part are there to support the full integration. It is just that there are special assumptions that are made about the Player class that shouldn't be there.

The CharactersTracker class also got some addition to help make life for users of the engine easier. For example, it can display the name of every characters on that map and return that list. The Character class also got an addition, the name attribute. This will make identifying the different characters on the map easier.


Plan:

Tommorow, I will probably be finished. I hope tommorow will be the release day of the game engine. If not, than it will be Monday. Then, I will start work on the vim inspired map editing tool.

Friday, July 18, 2008

Day 10: Racing Toward the Deadline

For day 10, I made 54 commits and finished a task completely.

The enemytracker class is now officially cannibalized. It no longer exists and now live on through the characters tracker class. This mean that the characters, whether they are foes, npcs, or players are now managed by a single class.

I also begun work on moving the ItemsTracker out of the map engine, since it also have no direct relation to the map engine codebase.

The adapter class also completed it transition.

MapLaw got a bit cleaned out as a side effect of all the work on the other tasks.

The good news is that I have no consideration for redesign of the engine, for now. This should mean no unexpected delay, bar coding roadblocks. However, I don't expect to finish the codebase by the end of this week unless I pull an all nighter. The goal is to finish it by the time of the RubyWeekend contest. If neccessary, I will do a longer coding session to finish it.

Excluding the RubyWeekend #2 contest(2 days suspension), I have 20 more days to go until I complete my training and productivity experiment. Since RubyWeekend is expected to take all of my time and goes beyond a mere 4 hours, it will not void the experiment.