Then I just fix bugs until it is playable. That's the Magic Release. Then clothes/missile weapons. Then Quaint Thorpe. Then caves. Then the combat release, which Skeletony has been waiting for for a very long time. Then water. Then flying. Then social stuff. Then more plot/history ambiance. Then food!
He he he. Then food? The Plan might need slight revision at some point.
[ March 02, 2003: Message edited by: Toady One ]
Hm......it would work out better it the trees could have some sort of fruit on them....I don't think that we can make that complicated of a growth yet. Of course, I wouldn't be able to see it, it would inevitably have the same XP bug as the leaves do.
Empires can be built without food at first. It just won't matter... they won't be sustainable without it eventually, but that isn't what I'm shooting for with Quaint Thorpe. Food will be bumped up... maybe I'll do it when I add water. That seems somehow fitting.
I'll try for the leaf bug, but I can't guarantee anything. Something strange is going on, and it is hard to test without a malfunctioning program of my own.
This is one reason I'd rather work longer tonight:
(http://www.bay12games.com/imgs/face1.jpg)
Yes, it looks like the bald thing has mascara on or something. He has the eyes of a girl seeking intercourse with the devil, as someone would say.
In any case, face resolution has gone up 16 times. Should be much better... once I get the hair on and tweak the shading it might look fine. The eyes and mouths are tiny BMP files. Mixing and matching them, along with the head deformations that are already in place, should produce tons of possible faces. Then I'll need some generic BMPs to cover other species and the most general random parts.
just "Wow!"
Anyway, I'm almost done with the hair code. The model editor now has a frill editor in it, so you can draw in different things that get glued on to the model. This will be very general... it solves most of the problems I had been thinking of, with the exception of the Denim Sk8r wing-webbing problem, which will have to involve some kind of inter-model glueing... come to think of it, a small tweak to the new frill stuff could handle that... maybe webbing will be realized at some point (probably for the water release and definitely for flying).
So in any case, there are these new frills on the models. If I draw up a few of them, you'll be able to, say, put your hair in a pony-tail during the game and have it reflected on your model. Or shave your head. Or whatever. If you are underwater, your hair will be able to float around freely... of course, this is mostly cosmetic nonsense. I will be back to special abilities in a few days.
Spring break is coming up in a few weeks here. During my last spring break, I did the following:
March 24, 2002: Started basic structures for 3D models.
March 25, 2002: Continued working on 3D models.
March 26, 2002: Continued working on 3D models...
March 27, 2002: Continued working on 3D models......
March 28, 2002: Finished basic 3D creature models. Gave creatures a facing.
Probably won't be able to top that this time... and some people wanted curses things. There are currently... lemme see...
6 curses games at some level of coding, including a LCS revision, 16 more games that are under consideration in the idea phase, and 3 additional graphicsy games with some code on them (one has been completed for more than a year, but it is stupid).
Are any of you programming games, by the way? I know Elven Ranger was...
That other curses game is still underway. The basics are done to some extent, but a lot of the interpersonal stuff will take a long time to iron out to the point where the game is actually fun. I need more time to finish all of these things. Three of the upcoming games will be really good if I can get them done right. Many of the others are trash, but this is normal.
<.<
>.>
any details? 8)
Umm... yes... many curses projects... many details... maybe I'll write up a discussion-of-future-ideas-page, or put a post on the forum. In a way, I didn't want to go far into it, since the concepts might work better on paper than in a game, and I didn't want to build hopes for any releases if I scuttle the projects later on. Many unmentioned projects have been scuttled in the past few years.