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Author Topic: News on LONG developement.  (Read 30223 times)
Lachie Dazdarian
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« on: October 13, 2003, 07:24:11 AM »

If you don't know yet, LONG(Legacy Of Noname General) is my current project in developement, a point and click adventure game, which I've been developing for some time now, with too many breaks.

Anyway, as I announced I've started to work on a new click box system which is neccesary if I want to make the game compilable at all. I am currently transfering all the click boxes on outside files. So far I've done this for 12 scenes out of 17 currently present in the game. This work is not difficult as I thought and I will probably finish it in the next two weekends. I've also started to write the neccesary code which I'll need in order to use these files. That part is also developing nice, since the code turned out to be very economic and compact. More than I expected. Only part that grows is set of two SELECT CASE blocks which are related to click boxes which change, like places which you can operate or places where you can pick up an object. You see, all click boxes placed in outside files are set of variables(some of them are STRINGs of course) and one of those variables is a code that can point out dependable on click box type (also flaged with a variable) if that click box is an object which player can pick up or if that click box is a portal to a new scene and the code then is a number of the new scene.

Doing all this I've also realised that I'll need a separate set of files for click boxes which react on activated object. You see, first set of click boxes will be used when the player left or right clicks on various parts of the scene and the second set of click boxes will be used when you interact with an object with various partsof the scene. I think this is a better way to do it since if I pack all these click boxes in one set of files it will get very complicated.

Also, checking the game once more convinced me that LONG maybe will not turn out to be such an averege game. I don't know, the world and the characters are more interesting than I thought. I'm not sure that players will be happy when they finish the game, but I'm pretty sure first impresions will be good.

I'm still annoyed with some parts of the game that I need to do (The Terminal) and few missing scenes I need to draw. I'm still hoping to find somebody to help me with few graphical problems. Release dates? I sincerely belive right before or right after the summer of 2004.

Cheers!
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TheBigBasicQ
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« Reply #1 on: October 13, 2003, 11:03:42 AM »

What are your 'graphical problems'?
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na_th_an
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« Reply #2 on: October 13, 2003, 11:24:50 AM »

I sent you the terminal code, didn't I?
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Lachie Dazdarian
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« Reply #3 on: October 14, 2003, 04:57:13 AM »

Yes, I know Nathan. And it's a big help. I have the core but I need to add all the commands.
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Lachie Dazdarian
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« Reply #4 on: October 21, 2003, 05:56:46 AM »

Didn't do much work last weekend. Been busy playing Targhan Tongue

Nevertheless, I have only two scenes left to convert into outside files. Have in mind that I haven't done all the scense yet. I'm talking about converting the scenes I've done so far.

I'll probably finish it next weekend and be able to test it. Then, drawing and adding into the code the rest of the scenes is in order.
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Lachie Dazdarian
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« Reply #5 on: November 03, 2003, 08:00:29 AM »

Finished the conversion work. Was able to compile the game. Nitpicked the click boxes for 17 currently present scenes. Packed it all in a nice in-house demo that some selected people will receive.

Will leave it to breed for a while. Smiley
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Ryan
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« Reply #6 on: November 03, 2003, 09:41:30 PM »

Can't wait, Lachie.  I've been waiting for that one to get finished since seeing the artwork in your first demo way back when.  I'm sure it'll be great.  Cheesy  Do you have any plans to continue Ritual Combat, by any chance?
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relsoft
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« Reply #7 on: November 04, 2003, 04:46:20 AM »

Got it bro. will try to play it later. If I can get this monitor to work.
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Lachie Dazdarian
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« Reply #8 on: November 05, 2003, 04:23:37 AM »

Ritual Combat is currently a canceled project.
If I ever start to work on it I'll will start from the scratch. Completely new code and graphic. But nothing soon.
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Lachie Dazdarian
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« Reply #9 on: December 16, 2003, 09:57:40 AM »

Yes. I did some work on the LONG. For the past 2 weekends. Unfortenatully
I was not productive as I hoped to. Did some warming up studing and
always got EXTREMELY sleepy around 17 o'clock, when I pretty much
stop studing. During the week, I sleep 4 hours a night so I have to
catch that up during the day. I guess the habit of sleeping during the
afternoon prolonged on the weekend. I know, stupid. I wish social life
was my excuse.

Anyway, converted OBJECT click boxes to the outside files. Object click
boxes are, like I explained before, click boxes that are active when you
use an object on the environement. The concept changed a bit, so now
when you click with an object on the scene object remains active until
you choose to diactivate it. It the old concept, object would automaticly
diactivate when you would click on any place on the scene so you were
not able to shoot around, search for the right place easily. I was advised
to do this by some people who tested the last demo and they know exactly
what I'm talking about. Anyway, moving these click boxes to outside files
was neccesary since I will have to add quite few routines to the code
so I want to avoid compilation headaches.

Finished one scene that was for long "hanging in the air". It's a bit
doubtfull, since it's a room that looks much smaller from outside scene.
But what is done is done. Completely finished a new scene which is one
of the two very demanding ones left. Wasn't able to do something noteworthy
on the second of those two. Like I said, was to lazy. Ah yes, almost forgot.
I've once again, COMPLETELY REPOLISHED ALL the scenes. I know, you are
getting tired of me talking about polishing old scenes but this is FINAL.
I took care of every scene, added a lot of shading and details and used
the full potential of the latest palette.

Anyway, I will add one more scene that wasn't meant to be in the game.
Finish the second demanding one. I have one character to draw or repolish
the current one drawed by Nathan. I have some problem with the palette. Will
probably have to add new colors. Graphic for the end is still a big job
ahead. Desided to use Eric's Mode7 map routine for a certain animation in
the game. I think it will turn out great. Anyway, great amount of job is
done, but a lot ahead. Adding the click boxes and implementing the terminal
if one of the programming tasks ahead.
Don't know how much I'll do during the hollydays. Desided to participate in
some compo at Home Of The Underdogs.
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Lachie Dazdarian
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« Reply #10 on: January 07, 2004, 06:12:07 AM »

Done almost no work at all. So little it's not worth metioning. But don't be worried. This is better. I'm pushing LONG toward the summer which is good. It's the time I have the most time and will be most relaxed and most motivated.

During the winter holidays I was working on this enty for HOTU game makeing competition and got burned out a bit. Spend 8 days on it. It's finished. A quite original game but not impressive. You'll see it somewhere in February when the compo ends since we are not allowed to make it public before.

I know I promised I won't start anything new before finishing LONG but this compo was just something I had to to. I'm just sick. Can't help myself.

LONG will probably be the LAST KENTAURI game before the big blackout. It's will be time after the summer of this year(9th month) when I will enter the 5th year of my college study. I will have to leave game design behind and dedicate myself to finishing this damn study. And when I finish it I don't know where the waters of life will take me. Will I find the job and when I will be able to get online. But maybe that's too far ahead in the future.
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Lachie Dazdarian
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« Reply #11 on: August 30, 2004, 05:54:46 AM »

Heh, this was so....Dude, where's my thread?

Found this baby on the 5th page.

Anyway.

If you are wondering about the development of the game it's going so-so. I guess, I could have done more work. I took me some time to get started. In the beginning I mostly did the graphic. Like for the 1000th time I went over the old scenes and repolished them. Just the brushing up of the old scenes took enormous amount of time. I wrote some new code mostly the one necessary for the new scenes to work. Yup, I added 4 new scenes, 3 in the power plant an one...uhm, maybe I shouldn't reveal much. Once scene was really demanding. Especially in the click box department. Adding the click boxes manually in the script files is a huge drag. If I ever decide to start another adventure game I will definitely develop a click box editor. Also in that part I've spent a lot of time correcting and tuning the old scenes, like fixing the typos, changing some expressions and centering the text.

Another mistake I did with this game. The inventory is not in the bottom or the top so I can't use RelLib's auto text centering routine. Sigh. New scenes feature some cool stuff which add depth in the game like the flickering neon lights(not so exciting as it
sounds) and the option to turn on/off the some stuff in certain rooms. I also played a bit with the fake OS which will be featured in the game. It's pretty much finished now. I add a really cool thing into it. It's a surprise so I won't tell.

The whole game graphic now looks slightly better due the last polishing. I sincerely hope this is the last time I've repolished it.

I've spent one week just working on LONG. Then I started studing for an exam which is sheduled for the 9th month so I could only work during the evenings. That's another reason for slow development but not the main. I simply was not motivated every day. And then there were the Olympics. Tongue

I realized that I can't improve LONG beyond a certain quality due my own limitations and due the fact I was rather stupid when I started working on LONG so the very foundations of the game and the idea are doubtful.
But what is there is there. Too much is already done(ESPECIALLY now) so I will bring this to the end no matter what.

I know I promised to finish LONG before the end of the summer but now that doesn't  seem so likely. The game is now 90% done but quite few demanding things are to be done like some animations, end game animation and the whole packing which can be such a drag. Well, anyone who ever FINISHED a game knows what I'm talking about. So I don't want to rush. Maybe I even postpone this to the winter holidays but I doubt. It will probably be done sooner. Who knows.

Nathan remained silent on my last music request before 2-3 months so the game will probably be silent. What you gonna do?

Cheers!

Lachie D.
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na_th_an
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« Reply #12 on: August 30, 2004, 10:28:42 AM »

If I could use my MIDI program I would have given music, but it refuses to work in Windows XP and I can't find a decent one.

Show me a MIDI program and I'll compose music.

If you want MP3 music in Zhandha's fashion, I can do it now.
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SCUMM (the band) on Myspace!
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Lachie Dazdarian
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« Reply #13 on: August 30, 2004, 10:44:49 AM »

No, no need. When I finish LONG I can give the code to you to personaly add the music code if you are willing. It's ok.


Anyway, it's ok. It's not a big tragedy.
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na_th_an
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« Reply #14 on: August 30, 2004, 10:46:07 AM »

Great. I can make a version that uses DS4QBwhatever and compose a MP3 soundtrack.
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SCUMM (the band) on Myspace!
ComputerEmuzone Games Studio
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[img]http://www.ojodepez-fanzine.net/almacen/yoghourtslover.png[/i
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