Wednesday, March 19, 2014

A month of good development

Lots of work done lately, but I'm waiting to post the latest version due to using some temporary art. Here is the latest changelog...


3/19/2014
-rewrote/aligned storylines for chapter1&2 (whoa!)
-planned out battle subgame (what?!?)
-darkened land tiles
-updated, aligned text of new game screen
-created images for all new game screen
-changed routines to fade between images instead of fading to black first
-changed background images to be images instead of sprites from sheets
-added music to start game screen
-tested on xbox360
-gnosis attack anim speed made faster
-rebalanced chest loot spawning
-chest presentation items rise slowly, spawn more from inside chest
-loot that cannot be picked up from chests now drops around the party leader
-refactored fx manager's update to smoothly move projectiles and chest presentation items
-retuned speed of projectiles, super smooth and deadly now
-made action window show/use radius smaller (80 to 70)
-treasure chest should have OPENING animation
-created opening chest gameObj, leads to empty treasure chest state
-put projectile collision check in every other upate along with movement
-slowed down level's gameObj animation speed & fx manager's animation speed
-added actor.state.PickingUp
-added actor.anim.PickupN, PickupS, PickupE, PickupW
-added animation code for main party
-modified gold objs zoffset to better stack ontop of barrels
-added 'Pick up' to action window
-inventory items collected using squat animation
-refactored player.cs to popup action window when touching items
-refactored input to pickup / set pickup animation during item aquisition
-popup action window with 'pickup' text when touching an item that can be picked up
-modified sorting of ALL actors death state
-spider queen only spawns worker spider upon death
-coded: each actor owns their own HP sprite, HP sprite is drawn with actor, underneath
-HP is updated in the attackActor() routines in player.cs and aiComponent.cs
-added sleeping dogs style hp quad on the ground for all actors
-added actors slowly fading out their HPsprite in update
-slow animation speed should be 110 for all actors, all hit states should be slowAnim speed
-removed hearts from HUD, no longer used
-changed search/attack radius for all party members
-holding right trigger should make all party members HP sprites 1.0f
-attack pauses longer for all actors
-HUD not hidden when the ghost is selected, shows disabled X for all actions and skills
-fixed bug with ai snapping actors to idle south



3/18/2014
-added temporary paused screen image to project
-remove outro animation & sprite for action window - should just instantly dissappear
-changed action window to be more like dark gold dialog window, revised animation in
-changed action window text to be white
-changed popup screen to be black window with white text
-revised HIT fx, DEF fx, poof fx, healing fx, materia look
-added swipe fx to arrow projectiles
-added swipe/attack fx to all 75x75 enemies
-added swipe/attack fx to all actors 140x140
-message screen uses the dialog window instead of black background texture
-make black dialog bkg windows fit into message screen space
-all in game screens now hide action window once screen is created
-created map sheet (2k sheet for map + vignette + ???)
-added map sheet to textureManager, loaded into game, estimated textures in ram @ 181.5mb
-added map sheet to paused screen
-rewrote pause screen to handle input correctly
-refined map screen (lots of work here)
-completed refactoring of debug/options screen, works well with start screen
-created empty help screen, based on debug screen
-fixed collision recs for snake, roach, spider, beetle, flea
-fixed main menu screen music to play sooner, much sooner
-main menu screen music fades out after pressing start
-cut preVis cinematic from the main menu intro
-built new game screen (whew!)


3/17/2014
Main Hero (Aletheia) upgrades...
-updated running animation to be smoother
-updated defense walking animation to be smoother
-updated rendering script, render
-added swipe fx to all attacks
-added red blood to dead sprite
-all actors now have cast magic, cast stationary, and
-all actors do not have to implement these animation states, just party members
-added magic pause to base actor definition (not all actors will use it)
-added cast magic NSEW
-added cast magic stationary
-added squat North, South (did not add pickup or squat routines)
-made sword swipe a static semi circle
-added a glow to cast magic directional
-added a glow to cast magic stationary
-slowed down fireball, arrow movement
-removed popup screen from trade screen - didn't stack in screen manager correctly, input messed up
Tyche upgrades...
-Tyche can 'knife' with the B button as skill
-stab is implemented as attack2 for tyche
-added cast magic NSEW
-added cast magic stationary
-added squat North, South
-updated rendering script, rendered, packed
-added swipe fx to shooting, stabbing
-added red blood to dead sprite
-added knife to HUD when in Tyche state
-updated shield HUD sprite position
-added party member standing sprites to gameTex (no reason right now, just looks cool)
Harmonia upgrades...
-added cast magic NSEW
-added cast magic stationary
-added squat North, South to sprite sheet
-updated running animation to be smoother
-updated attack animation to actually use staff
-made sure all animations respect the staff!
-updated rendering script, render
-added swipe fx to all attacks
-added red blood to dead sprite
Gnosis upgrades...
-added cast magic NSEW
-added cast magic stationary
-added squat North, South to sprite sheet
-updated running animation to be smoother
-updated rendering script, render
-added tons of swipe fx to ALL attacks
-added red blood to dead sprite
-created prototype GROUND HP bar



3/16/2014
-added better NPC dialog
-dungeon switches must now be activated with A action
-action window pops up around dungeon switches
-'talk' and 'trade' action windows pop up depending upon gameObj.NPC.state
-proto trade screen pops up correctly
-trade screen ends/hides action window underneath it
-set ID values for all consumable/tradable gameObjs in update()
-created, added trade screen, trading routines
-scattered traders throughout dungeons
-TESTING, notes over gameplay, bugs
-made revive's radius 80px, just like action window size
-keep inventory item - do not clear it out, allows spam purchasing
-fixed bug with soundFX occuring nduring tradeScreen
-upon purchase, make item & window & gold sprite & total gold sprite & totalText scale up
-level manager now sorts gameObjDrawList in level's ceiling bucket update (ceiling bucket was light)
-fixed issues with gameObjs transitioning state but not sorting correctly
-fixed bug with sorcerers death
-removed potion from barrel spawns
-removed empty hearts, potions from treasure chests
-removed materia trade from trader (for now)
-inventory screen hides action window too
-fixed bug with colliding with dungeon switches
-removed loot and cine events from editor input & input (cyclomaticComplexity--)
-added fxEvent check creation to editor input
-fixed bug with gold key appearing when party ghost has control
-changing levels brings dead party members with you
-created popup messages for all signposts throughout game
-allies do not attack or pursue ghosts
-fixed bugs with editor displaying events not being colored correctly during create/debug
-tested editor in most ways, passes tests
-aiComponent varies gnosis' attack between 1-4



3/15/2014 -rerendered roach as 75x75 px actor
-removed small spider, too small at 35x35 px
-coded roach enemy animation, tuning of roach enemy
-roaches move slowly, 2 hp, reduced visibility, long attack pause, slow animation
-added roaches to start dungeon
-remade start dungeon, add more initial treasure chests
-slow down bat movement a little bit
-make bat attack pause VERY LONG
-reduced bat visibility
-removed initial testing inventory
-less swordsmens, archers in ice temple
-fixed bug with caves2 level
-swordsmen, archers should have MUCH more HP
-flea actor should have more HP
-troll actor casts ball lightning for attack
-reduced troll visibility, attacks from a distance now
-skeletons have slightly longer rebirth time
-reduced snake visibilty, HP, attack, animation speed
-added 'ghostReviveTime' to player.cs
-party ghost 'revive' action window respects ghostReviveTime - does not show if cooldown is refilling
-made snake sprite thicker
-added 'hide ceilings' button to editor
-added hideCeilings boolean to levelManger (controls ceiling tile draw)
-redesigned caves1 theives hideout more, bats now ambush in their own area
-added red hit states to all 75x75 actors, bloodied death states
-updated hit & death states with red sprite
-coded sorcerer, added to editor
-reordered editor's actor masterlist
-tons of eddits and updates to all game levels
-added sorcerers to ice temple
-removed lowest gold obj
-rewrote gold objs to use 70x70 NEW sprites
-rewrote lootManager to spawn gold gameObjs
-when player colides with gold obj, gold is added to goldStash if it exists via gameObj.ID
-if goldStash does not exist, goldStash is created if player has empty inventory slot
-inventory should display info about gold stash via ID (inventoryScreen.cs)
-dropping a game obj should also pass along the ID (lootManager.cs)
-inventory screen objList picks up actor inventoryList.ID
-fixed bug with dropping inventory upon death
-added checkObjDrawListCollision() to levelmanager.cs, returns true/false for collisions with obj draw list
-lootManager.dropObj SAFELY drops loot
-try to drop the loot to the south (check for collisions with gameObjs)
-if collision, try west, try north, try east,
-else, drop at actor location (works for dead actors, live actors will pick up loot upon exiting inventory screen)
-fix all code that calls dropObj (should send correct location parameters, not offset to south)
-drop from B button useage (inventoryScreen.cs)
-drop inventory (aiComponent.cs)
-added diagonal drop areas to lootManager.dropObj
-Created generic trader NPC gameObj (dark brown hooded figure) for testing
-add as gameObj
-fixed bug with allies killing enemies and not spawning loot
-fixed bug deaths to not spawn loot (how many bugs carry gold?)


3/14/2014
-created beetle, snake, bat, roach enemies (modeling, texturing, rigging, animating, rendering scripts, rendering)
-modified flea actor colors
-modified sorcerer to have red sash
-redesigned ALL game levels (whew!)
-coded, added to levels: beetle, troll, snake, bat
-fixed bug with actors stuck attacking north
-tuning, balancing of ALL enemies, bosses


3/13/2014
-spirit world added then removed
-achievements planned then benched (for now)
-new cinematic additions planned, then benched as well


3/12/2014
-created troll actor, modeled, rigged, textured, animated, setup rendering script, rendered/packed to texture


3/11/2014 -spiders added back into collision checks after madness and slowdown on xbox360
-aligned storyline, levels, and several game ideas
-created new levels, added new levels to level manager loadLevel, editor load level screen
-previewed 'hell' level, needs work but is awesome


3/10/2014
-refactored fxManager.cs, aiComponent.cs, and player.cs
-does not handle individual enemy.type deaths (duplicate code x3)
-ghosts cannot be attacked (player.cs, aiComponent.cs, fxManager.cs)
-refactored all actors to process loot/counters/etc.. fx in hit to death state transition
-refactored queen's animation routines
-removed Actor.AnimState.Walking
-fixed bug with spider queen hit state, spawning baby spiders
-queen drops rare loot now upon death
-modified worker spider's colors, animations, and main body size
-created spider queen death animation
-created baby spider actor (first 35x35 actor)
-created spider egg, venom pool sprites
-venom pools do constant damage until actor is at 1 hp (doesn't kill them)
-coded egg obj, upon destruction becomes a venom pool, spawns worker spider
-spiders are no longer collision checked against other enemies
-game upgraded with spider eggs, venom pools
-put ghost revive on a timer, takes a moment for 'revive' to become available
-fixed bug with ghost not giving up control when party member is alive
-various bug fixes relating to bug enemies
-party members now drop inventory from their hit to death state transition check
-drop inventory checks removed from player.cs and aicomponent.cs



3/09/2014
-added ghost enemy
-ghosts do not drop loot
-fixed bug with archers not cueing arrow sound
-created spider, flea class, queen spider
-fixed various AI movement routine bugs related to 'pass by value'
-added RED color to first frame of enemy HIT state in sprite sheets
-revised RED hit fx sprite
-each time queen is hit, a baby spider is spawned under her
-added additional BLOOD to death frames of enemies
-added pool of blood game obj
-readded enemies to all levels, revised all levels
-added party ghost to player.cs
-when all party members die, the player takes over party ghost, an actor that cannot die
-cannot attack/loot/cue events or actions
-ghost cannot pick up inventory items
-HUD fades in/out for ghost mode
-ghost casts revive by pressing A
-ghost auto gives up control if a party member is alive, dissappears
-revive action window shows up if ghost is nearby dead party member
-only skeletons come back to life
-spiders have more HP
-fleas have more HP
-queen spiders have more HP
-skeletons have more HP
-tested playthrough - fun++
-fixed bug with spider queen spawning spider babies incorrectly
-added GOLD gameObjs 1-4 to game


3/06/2014
-created flea, worker spider, ghost actors (modeled, textured, rigged, animated, setup packing script, rendered)
-added 'else' reset to actor.update() check (resets state to idle if state not recognized)
-rewrote/refactored actor classes for archer, theif, swordsman, piras
-added NEW ENEMY: skeleton
-skeleton comes back to life after a while
-does not spawn any loot


3/04/2014
-removed diagonal movement sprites / routines for ALL enemies
-created QUEEN SPIDER boss, modeled, textured, rigged, animated, setup packing script, rendered, added to actors textures
-created QUEEN WORM boss, modeled, textured, rigged, animated, setup packing script, rendered, added to actors textures


3/03/2014
-repacked ALL enemies sheets, reduced attack & movement animations to 6 frames
-created skeleton enemy, added rendering script, rendered to sheet, packed into actors textures


3/02/2014
-reordered AI preference to target player before allies
-refactored AI, condensing projectile and melee attack code
-projectile enemies shoot from further away
-increased thief attack speed, decreased maxHP, decreased striking range, decreased search range
-decreased final boss maxHP, increased movement & attack speed
-diagonal attacks redirect to NSEW attacks instead of being ignored
-enemies can now be juggled (able to be hit while in hit state)
-all projectiles move slightly faster
-Created revive materia
-obj/sprite def (gameObj.cs)
-description (inventory screen.cs)
-equipping (inventory screen.cs)
-check cooldown (player.input)
-added revive materia to HUD (HUDmanager.cs)
-linked up revive materia in player input cast magic NSEW
-added processMagicEvent() to fxManager
-added revive based on 500px distance check from caster's position
-fixed bug where projectiles would keep enemy alive at 0 hp
-rounded party leaders position to nearest int, then cast back to float to hopefully combat camera stepping
-set maximum position for camera at 1,000,000 x 2
-sped up harmonias attack
-made fireball recharge faster
-HUD displays materia instead of magic fx sprite
-created Ball Lightning Materia
-obj/sprite def (gameObj.cs)
-description (inventory screen.cs)
-equipping (inventory screen.cs)
-check cooldown (player.input)
-add sprite to HUDmanager (#region Set Y button HUD item based on player.leaderEquippedObj.currentState)
-cast magic NSEW (player.input)
-created ball lightning gameObj
-added additional projectileType to fxMan.shootProjectile()
-added projectile check to fxMan.checkProjectileCollision()
-added to fxMan.update() - push & recycle
-added randomness to bLightning movement
-added explosion to end of ball lightning lifespan, should
-added 'explode' eventType to fxMan.processMagicEvent()
-refined bLightning's speed, lifespan
-fixed bug with loop counters in fxMan.processMagicEvent()
-fixed bug where HUD didn't update when item was used or equipped
-added alpha release error handling for unknown execptions
-added revive and ball lightning materias into loot manager
-added even more randomness to bLightning movement
-fixed bug with party members joining
-added 'recruit' text to action window for adding party members
-changed various kinds of text throughout the game
-NPCs should be game objs, not actors
-add obj defs for townMan1/2, woman1/2, mother, pythagoras
-talking with actors should become gameObjs in player.cs (input)
-action window should popup vs. NPC gameObjs
-removed all NPC actors from all levels, save levels
-removed dialog list from actor defs
-removed dialog list from editor game, editor save level
-removed NPCs from actors master list, actor creation routines in editor
-add NPCs to gameobj master list
-fix allies showing up duplicated when recruited
-recreated start dungeon, forest town
-fixed bug dragging NPC gameObjs
-fixed bug displaying NPCs in editor
-Added townwoman3, other NPC gameObjs
-add def (gameObj.cs )
-add to interact (player.cs)
-add to gameObj masterList (editor.cs)
-made NPC interact check general to type instead of specific state
-re-animated, added casting magic animations to Tyche & Arher
-copied Tyche's animations to Archer, re-scripted & rendered sprite sheets
-reduced Archer hit animation to 3 frames NSEW, reduced max animation to 6 frames total


2/28/2014
-changed how loot is spawned in lootManager to use new fireball materia
-dropInventory() also drops equipped materia if actor is a partyMember
-AIcomponent.attackActor() clears party leader materia in prep of dropping inventory
-removed fence gates open and closed from editor
-removed creating diagonal projectiles in player input
-removed diagonal attacking algorithms in AI component
-removed diagonal attacking states in actor.cs
-removed diagonal projectile/attack states in ALL actor classes
-removed updating, creating diag projectiles in fx manager -removed game obj projectile DIAG defs
-sped up how quickly fireballs dissappear after being shot, different from arrows
-removed diagonal projectiles from sprite sheet
-set aside space across actor sheets for white dog companion
-fixed bug with equipped materia not dropping/corrupting state upon party leader death
-fixed additional bug with dropping objs not sorting correctly
-dropped objs now vary position when inventory is dropped upon actor death


2/27/2014
-cleverly fixed another equipped materia bug related to using materia from the inventory screen
-setup persistent error catching on windows version of game
-added enemy boolean to game object
-checking for collisions with projectiles in fxManager
-projectile collisions against actors and pMembers are checked by projectile.enemy Boolean
-fxMan.shootProjectile() accepts enemy boolean
-updated all actor classes that shoot projectiles to pass enemy booleans


2/26/2014
-fx manager projectiles exclude impacts with gameObj of type.consumable
-AIcomponent collision checks exclude gameObj of type.consumable
-added fire materia def (gameObj.cs)
-cleaned up HUD manager creating alot of garbage points in it's draw call
-refactored HUD manager in prep for magic handling
-fixed bug that reset HUD back to sword icon after attack despite party leader actor type
-cleaned up constructor of player.cs class to reduce garbage creation on xbox 360
-magic cooldowns recharge in player.cs update, only recharge if actor is non null, only charge up to 100,000
-party leader recharge is set in player.update
-player input only checks against party leader recharge rate
-setup intial recharge rate of 100 animation updates for fire materia
-in HUD manager's update,
-check to see if player.leaderMagicRecharge is filled up
-if so, display magic effect (fireball) sprite in Y slot (based on player.leaderEquippedObj.state)
-else, display recharging sprite based on filled amount (empty, -added code to player input to check for cooldown ready, set caster animation, cast spell via fxManager NSEW
-fixed bug with leaders currently equipped materia not changing
-fixed bug with inventory not emptying when materia is equipped
-fixed bug with equipping and swapping magic stones/materia


2/25/2014
-working on intro cinematic: animating, lighting, rendering
-rerendered loading, won, quit screens
-changed msg screen background to white, text to black
-added new intro video to game
-added revised intro logo to game
-changed orange loading text to be black text on a white dialog bubble with drop shadow
-removed saturated glow from end screen images (win&quit)
-move "strange door" hit event further south to ensure collision exiting hallway
-fixed audio playing after main menu has been cued to start, will need a fade transition instead of abrupt end


2/24/2014
-working on intro cinematic: animating, lighting, rendering


2/23/2014
-working on intro cinematic: animating, lighting, rendering


2/22/2014
-removed intro text, added start dungeon, introduction to game, popups
-one time popups overrule player input, message popup blocks game update/input
-created, added, linked up start dungeon, intro cinematic now aligns with starting level
-simplified town level, less houses, more secrets, actors indoors, actor dialog
-added start dungeon to load level screen in editor
-linked forest town temple directly to forest temple
-removed section of caves1
-exiting from forest temple links back to forest town
-exit to/from start dungeon works
-fixed bug with editor load level routines not resetting spawnIndex to 0
-added people to forest temple, chairs, tables, pew like setup, redesigned forest temple
-planned out, started previs on intro cinematic


2/21/2014
-rendered gold items, variations of weapons, bomb, potions, scrolls, book, materia elements
-removed harmonia defend code
-removed harmonia defend sprites
-made presentation game obj, takes on the sprite of the gameObj loot presented to player from treasure chest
-now generating random loot from the loot library upon barrel or chest action
-barrels drop loot 100% of the time now
-removed player collision check with the fxManager.gameObjFx list
-fixed bug where diagonal projectiles would not hurt party members or other actors
-fixed minor bug with loot spawning
-added health potion (gameObj.cs)
-health potions can be picked up (player.cs), spawned (fxManager.cs)
-health potions can be used, have description (inventory screen.cs)
-fixed routines to pick up full hearts differently then regular inventory gameObjs
-all loot is now permanent to the level gamebj list
-upon death, party members drop their inventory
-created lootManager from fxManager, code refactoring
-destroyed barrels have negative sort (always underfoot)
-major planning of magic and materia system, implementation
-removed actor.inventory list



Whew!

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