Dev-Diary: 19

Hey everyone!

On-time! Woo! The past two weeks have been up-and-down with productivity. I’ve been getting the last bits of the Demo tied up before I do all the final visuals, working on the story for the graphic novel, and doing more tests for the card game.

With the Demo, I’ve managed to (finally!) fix up two non-game breaking but very irritating bugs that have been sitting on the to-do list for a long time; thought bubble sync and trigger collision-detection. The engine uses thought-bubbles to tell the player when they can perform a certain action, and I had originally written up an animation-dependent function earlier on in the engine development (while I was still learning) to have the thought bubbles appear. However over time I realised animation-dependent functions open up a world of errors, and as such I re-wrote it so that it is handled by the script (how a proper program works, which is why I have done this with most animation-dependent functions) and it now looks and operates much cleaner. This works in-hand with the trigger collision-detection patch which now allows running a wider and more accurate check for the player hitting and interacting with certain triggers, which has made the triggers hit more cleanly and general game-play much smoother and more fast-paced. According to my to-do list I don’t think I have any more recorded bug-fixes left (one can only hope) so it is now onto finishing up the last small sections and doing all the final visuals!

I’ve also been working on my other projects! I’ve had a few good meet-ups with my amazing artist and we’ve been making great progress to forming the story and the art for the graphic novel! I get more and more excited every time we meet up! I’ve also been able to test my current card game a few more times in different numbers and have a pretty good idea about how to modify it for the next iteration.

All in all, despite many other distractions/commitments, I think I’ve been making pretty good progress! I look forward to next time, till then, all the best!

Dev-Diary: 18

Hey everyone!
Couple of days late because of being away/busy over the long-weekend.

Hope everyone has been well! I’ve had a delightfully productive two weeks! I managed to complete the entire Combat area for my Demo, which I thought would take longer. This included re-writing part of the combat system and building the test rooms for the mechanics. While it isn’t as large as some of the other areas, I didn’t think I would finish it this quickly! There’s not too much more left to work on, a few more random rooms, some bug fixes, but more importantly a visual update. I’ve been doing the visuals as I go but there are some rooms, UI, and animations that need to get updated and optimised. Fingers crossed I get through it quickly!

On-top of the Demo I’ve been testing my card game and doing writing and structuring for the graphic novel, while the artist is doing some amazing concept work! A lot more work than I thought I would accomplish considering how busy April has been so far, so I’m hoping I can get some progress made on a bit of everything over the next two weeks.

Till next time, all the best!

Dev-Diary: 17

Hey everybody!
A day late! This is a bad habit I’m getting into, sorry!

These past two weeks has been rather productive for a variety of my projects! I’ve managed to sort-out a production schedule with my partner for the graphic novel we’re working on, hopefully with a book finished in about a year, and I got a draft done for a card game I’ve been working on, which was tested and worked beautifully!

Onto Demo news, and I’ve drawn up all the plans for the next section I’m working on, Combat! I’ve also started working on some of the rooms, but because of changes made to the combat requirements of the games I need to tweak some of the functions to Inventory and Combat. Fingers crossed I’ll have it all tied up by the next update!

Not much else going on except general life-stuff. I’ve got a rather busy month for April so I hope I manage to get as much of my project work done as possible.

Till next time, all the best!

Dev-Diary: 16

Hey everybody!

Two days late again! That’s my bad, been dealing with work and life. However, I completed the NPC area for the Demo! Those last couple of rooms got intense, nice bundles of rather complicate AI structuring. But it’s all done, and I squished a few bugs along the way! I’ll now be moving onto Combat and Inventory, however this area should be considerably simpler; the working projects from this Demo have been rearranged so that the current projects are much less combat intensive, which in-turn removes some of the Inventory issues I was having. I’ve briefly spoken about the project rearrangement before, but to clarify I will be working on the same projects, but with a different engine for a different platform, which will mean I save a lot of time and can produce higher quality and more specific works! I will announce more details sometime in the future when the Demo is done and the current generation of projects are in the works.

Outside of the Demo, I’ll be returning to put more effort into physical game production, and structure the plans for the graphic novel I’m collaborating on! The aim is to have at least 2 physical games completed by the end of the year, along with a digital game after the Demo.

Time to get back to work! Till next time, all the best!
(Oh also, here’s a screenshot of the NPC Stress-Test Room~)

Monochrome Engine - Demo - 04

Dev-Diary: 15

Hey everybody!

Sorry about being a few days late, was a bit busy with personal commitments over the past few weeks!

Anyways, I’ve been off-on productive with a few different projects; I finished the animation I was collaborating with, and I’ve included a completed screenshot at the end of this post. When the final animation is published I’ll share a link to it, but my scene in the final work is actually a colourised version I made, whereas the screenshot posted here is of the original!

The demo is still coming along. Delays from personal commitments and other work keep slowing me down, but I’ll be keeping at it! More work completed on the NPC testing area (nearly done with it!), and after this I don’t believe there is too much in the way of design, just a few more buggy updates and a nice bundle of visuals to work on.

I’ve also started some writing for another collaborative project with a friend of mine! It’s nice to focus on just writing instead of coding and art as well, especially since it’s of a whole new story outside of my own works. This is something that probably won’t show any content for a few months at least, but I’ll be keeping you posted here.

Hopefully March will be a bit kinder on how busy I am outside my projects so I can focus and try to get as much as I can done!

Till next time, all the best!

YGORA Teaser

Dev-Diary: 14

Hey everybody!

Nothing too new to report over the past 2 weeks, just general work on various projects, talking to awesome people about hoping to make awesome things. I’ve touched up some stuff in my demo and progressed further with the NPC demonstration rooms, as well as getting some drawing done for the animation project I’m helping out with. Because there isn’t really too much to report this time, I’ve decided to drop a sneak peek screenshot of the animation I’m working on into this post!

Till next time, all the best!

YGORA Teaser

Dev-Diary: 13

Hey everybody!

So the past few weeks have been pretty random in terms of productivity. While I didn’t get as much done on the demo as I’d hoped, I have been flexing my creative muscles again which has been generally good practice. I’ve done some digital graphics, some short-story writing, and a few other things along these lines to help get me back into creative production. I’ve also jumped into a community reanimation project, which takes an existing and often well-known animation and gives a mass of artists a few seconds to animate each. While my short section isn’t important, it’s fun being a part of a larger group all working together to complete a project! Hopefully I’ll have my part done over the next week, and the project itself will come out in a couple of months I think?

As for the demo, I’ve been getting back into it slowly, fixing up some important stuff. I’ve re-worked the music function to work better with the music that was composed for the first game, and I’ve heavily upgraded the AI detection function so that it (finally!) takes the world collisions into account, so now the player can hide behind walls all stealth-like!

I’m slowly getting back into the proper swing of production again, so I look forward to bigger and better updates in the coming weeks and months!

All the best!

Dev-Diary: 12

Hey everyone! Sorry for being a day late, I was away and only just got back.

What a slow and rather frustrating start to the year! I did manage to get some work done, but it was mostly filled with technical delays.

After getting my showreel done, my computer decided to start crashing when there was a slight increase in processing. I managed to trace it to a problem with the power supply unit, which meant I had to buy a new one and replace it, as well as fix up a bunch of stuff on my computer to assist with performance. During this, one of my accounts were hacked temporarily, which was quickly restored but very annoying, and even a bit scary, to deal with.

I did however get to patch up some small things where I left off, and meet-up with a group of other developers at a social gathering, as well as chat to a few other people working in various game and programming, and media careers. It’s always great talking to anyone in the gaming industry, and the media industry as a whole, to learn as much as possible as well as watch and listen to people talk about their passions!

Hopefully the coming half of the month will prove more productive and contain less delays!

All the best!

Dev-Diary: 11

Hey everyone,

Happy New Year! Time to knuckle down and get back into work. I’ve managed to better control some of the issues I’ve been faced with lately, so hopefully I can get back on track with getting the demo completed! So, to start the new year off, if you head on over to the ‘About’ section, you’ll see I’ve posted a showreel! While the majority of it is fancy editing of footage from my past projects (including some video work I edited), you’ll also notice there is some actual footage of the Monochrome Engine! Sneak peak! Go check it out!

I’m going to try my best to get lots of work done this year. I predict I will again be delayed by other work, especially since I do need to focus on making actual money too, as well as taking up opportunities to gain more experience in media production, but I will definitely be trying to get as much work done as possible! My production partner and I are also aiming to get some of our collaborative works finished, and if possible even jump into some local conventions to sell art and games.

Long story short, 2016 was a crazy ride for me, I definitely had some amazing times, as well as some difficult ones. I’d like to take what I learnt from last year and step it up this year to perform even better! I know not all my plans will go accordingly, but I’m not stopping. Hopefully you guys will be there with me along the way!

All the best!

Dev-Diary: 10

Hey everyone.

I hope you’re all having a wonderful month! Unfortunately for me, the personal problems I’ve been dealing with lately have been building up and have put a hold on my work. Because of that, and the commitments I have to my family at this time of year, I’ll be putting myself on hiatus till the start of the new year, which means I have nothing to report now, nor in the next dev-diary. I’m sorry for the large delay this will have on releasing the demo for testing, but I need to put myself first in this situation. The games and stories I am working on will continue again soon, as I love them and I will see them to the end! But for now, I need to get through the rest of the year so I can be good for working again next year.

Happy Holidays to everyone, and all the best!