Monthly Archives: September 2013

September 29th: Deal Breakers

I keep on figuring out reasons why the system I have planned won’t work and then being forced to stop while I figure out how to work around that limitation. The system I was developing was a strict hierarchy of … Continue reading

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September 28th: Hibernation

Completely exhausted today for no reason I know. Low energy, depressive, and difficult focusing. Made a few tiny modifications to the animation system, but probably calling it a day now.

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September 27th: Command Module

Okay, spent a chunk of today working on the animation system. Progress is a bit slow because I’m doing a lot of exploration in terms of what will work and what won’t, but I think I’ve discovered a workable paradigm. … Continue reading

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September 26th: Slideshow

Well I started building a whole new animation system, one which will hopefully be more centralized, flexible, and easy to use. Most of today was spent coming up with the basic idea, structuring it, and reformatting the animation files for … Continue reading

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September 25th: Behaviorism

Okay, I’ve got all of the character behaviors broken down as finely as I think is feasible. The next big steps are going to be then generalizing that system so that arbitrary entities can be created from it, and creating … Continue reading

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September 24th: Collision. Again.

Working on pulling the tendrils of each individual behavior out of each other and turning each one into a discrete chunk still. Getting close to finishing this, but getting into the really tricky stuff now, most notably the collision detection. … Continue reading

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September 23rd: Breakdown

Still working on breaking the behavior of the player character down to the most elemental components possible. Added a few structures today: The idea is that behaviors will have prerequisites, other behaviors which will need to be in place before … Continue reading

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