Thursday, February 19, 2009

Cough Cough, Hack Hack

Funny thing about programming. You really need to be able to focus on what you're doing in order to get anything done. Funny thing about sick, it's really hard to focus on things correctly.

So, I haven't gotten a whole lot done this week. I just got over being sick yesterday, and my wife is still a little sick. Miracle of miracles, even though we were both sick for a week the baby never got sick!

But this isn't a blog about my home life, it's about Darkened Dreams 2! It WAS worked on! I cleaned up a problem on movement and got to the next level of overhauling the collision system. There are still a few bugs in it but I hope to finish those tonight and get auto-move working correctly.


Thursday, February 12, 2009

Achievement Unlocked!

We've got some good news! Darkened Dreams now takes up the first two slots in a Google search! Take THAT, emo poetry!

Also, a week or so ago I visited the local Independent Game Developers Association (IGDA) meeting and showed off what I've got for Darkened Dreams 2 so far. Two bloggers made mention of us! Check out Tales of the Rampant Coyote and MonkeyTime. Be sure to check them out, they were both pretty positive in their previews.

As for what's been going on here, I've been sick the last few days, as has my wife. Fortunately we've been able to keep little Celeste from getting sick. I haven't got a lot done, but I did notice that moving around wasn't quite to my liking so I've cleaned it up a bit. I'm hoping to have enough time to get the monsters to move around on their own before Saturday, but unfortunately I can't promise anything.


Thursday, February 5, 2009


Now we've got monsters showing up on the top screen! I even got a screenshot to show you how it looks now. The further a monster/item is away the more faded out it will be. I've also got some icons in to show how close you are to if (difference is color), plus a number to match on the map.

And how about those monsters? I think Peter needs to practice his art skills a bit . . . (kidding, of course. This is programmer art through and through.)

Fairly soon I'll be putting in creature movement. I already have it set up in the maker where you can choose what kind of AI it will use for moving around. Some examples are 'Timid', 'Aggressive', and 'Pack'. Once we've got them moving around all nice and everything it'll be time to beat the ever-loving crap out of them!