Vicious Bytes Developer Diary
Thursday, March 24, 2005
 
First milestone
Well the first of three miles stones was hit recently for our E3 demo. I have to say its going good. I am still not going to give the specifics of what the game is bout, type of game etc. But I can say do you remmeber when games were just fun? Nothing more, nothing less? just fun? Well this is what we are aiming for :)
Wednesday, March 16, 2005
 
Updates galore
So without giving away *Too* much what our next game is and what its all about, I can say that I have been making some good progress getting the more explorative areas of the game done. Complete with shields that recharge very halo esque. Its cool. Got some other data juggling to finish and ill consider the key parts to the explorative areas done and its on to work the more mission based stuff. Im adding in some other gameplay elements just to see if they are fun or not.

I thought I had figured out all the gotcha's of the engine but ran into another one that has to be fixed asap. Apparently im creating objects wrong or using the object lists wrong or something but I can chew up memory really fast when I thought I was deleting off old objects, this could be a pain ot fix. Another problem I encountered is a slight (hopefully easily remedied) design flaw, in that creating 20 instances of the same object has each of the objects load the same 3 graphics for itself, so thats 20x the storage space that should be required for graphics, as each of the same instances of an object should point to the pre-loaded graphics. Hmmmmm d'oh.
Thursday, March 10, 2005
 
Cause im a control freak...
Well we are tweaking the controls of our latest offering. I think bad controls is the number one reason why good games suck, and I dont want to be one of those guys... So in our prototype we are tweaking the controls first and foremost, and the game itself hardly looks like a game, the art is mine, and the basics are int here and we are tweaking one part at a time till its perfect, cause apparently its what our fans expect.

I will say that collaboration on the net while is better than nothing, is god awefully slow for some things (Such as tweaking controls). Being the programmer, I do the tweak, compile the code and post the latest executable. Then I wait, and wait, and wait some more till otehrs finally log on and download and try. Then I wait, till they decide to comment on it. So its not as effecient as say running down the hall screaming "lets have a meeting everyone" bringing them into the room and having them try the latest and comment on it, but it gets the job done...sloowllly.

Powered by Blogger