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Fri, Mar 28th 2008, 11:38
UI Usefulness  

I ended up rewriting a rather large chunk of the UI system, and the end result is something much more flexible and faster to work with. This is good. What is not so good is that, content-wise, the game is about where it was. That said, I'm very happy with the changes, since they'll make my life significantly easier.

Old:


Current:


Nothing spectacular at work there, but I thought I'd start throwing at least this together to show how it's coming along.

309 comments

Fri, Mar 21st 2008, 12:16
Bits and Pieces  

The UI functionality is more or less done; it's now just a matter of building all of the menus, panels, and whatnots with it. Sadly this is rather uninteresting, but I've provided a screen of some non-specific objects just hanging out.



So next week is inline to have some completed interfaces to show.

149 comments

Fri, Mar 14th 2008, 12:08
Points of Light  

I've started rewriting the original game in Lua; yes, it's worth the trouble. So far, I've only got some basic UI ability and the starfield done.

Provided for comparison:
Old:

New:


Based on some preliminary tinkering, it seems like I'm looking at a 40-50% performance boost with the changes I've made so far. Not half bad, eh?

124 comments

Fri, Mar 7th 2008, 10:53
The Need for Feed  

As I'm sure most, if not all of you are aware at this point, I've cobbled together an aggregator / scoreboard for Gruedorf. Does this count as non-losing Gruedorf work? Sadly, this decision rests in the hands of one man. A man so terrible, he does bad things. Really bad things. To other people. For fun. That's right ladies and gentlemen, although I did put the Gruedorf page together, our resident tyrant BFF and all around swell guy, McGrue, is actually moderating it.

You have been warned.

This is actually a double announcement, though. I've also decided to put my current game in cryostasis for a while and work on something else. The goal is to create something in a shorter amount of time and to be decidedly more open out the development. As far as what it actually is? Well, you'll just have to wait and see (I feel less secretive already!), but it has roots in several old, failed projects spanning the better part of a decade, so I'll be very glad to finally get this out the door. And for those of you concerned about the future of my old game, this is actually going to be used, in part, as a test for some concepts from it. Waste not, want not.

93 comments

Wed, Feb 20th 2008, 13:29
Stop Touching Me  

Progress this week isn't substantial, but it is significant. Behold! Generic polygon collision capability.

That's right, now triangles everywhere will be inappropriately touching innocent young trapezoids when no one is looking.

I'll be the first to admit that this is not especially pretty and it still needs to be dropped into the main engine, but it is ready to roll; time to move on to more interesting things, some of which, with any luck, can be sampled in the next update.

150 comments

Tue, Feb 12th 2008, 18:22
Not Dead Yet  

After an exceedingly long lapse in updates, I proudly present to you: nothing! Well, sort of. After some gentle poking and prodding by assorted individuals, it was discovered I am, in fact, still alive. Moreover, I am back in the running for the Dorf of Grue. I spent a good amount of time re-writing the existing engine more or less from scratch to be, well, better. It's cleaner, faster, more efficient, more flexible -- just all around sexier. So, from here on out you'll be treated to real, measurable progress. Honest.

422 comments