Dev-Diary: 8

Hello! Cut this one a bit close haha!

I’m currently in the middle of organising the audio for the first project (after the Demo) with my composer. I have to say, it’s absolutely fantastic at the moment, but we still have a few tracks to go. However, if you don’t want to wait the months before that game releases, you can check out her work over at her Soundcloud which I will feature at the end of this post.

The Demo itself has been progressing as normal; a couple more rooms and a few patches and updates to either bugged or missing functions, normal stuff. I’m happy to say I’ve gotten all the rooms completed for the Trigger demonstration area (finally!) and am currently working on the AI demonstration area, possibly the second-hardest zone. Luckily, AI structure almost the same way as Triggers do, so I’m managing to write them up much faster than I used to!

Very briefly, I also wanted to touch upon the other work I do as Silver Stitch. While I might go into further detail next update, I’ll give you a base idea of what else I do. The game-design I work on isn’t entirely limited to digital media, nor are all my efforts focused on the making of games. I’m also in production of a small number of board and card games, some on my own, some are collaborative with a close friend of mine. Some of these physical games have a much smaller turn-around time, while some I’ve been working on as long for as the engine! I hope to reveal more of these as they develop as well! Additionally, I did mention not all my work is game-related, and this is because at the end of the day, as much as I love games, I’d like to consider myself a story-teller. While some games are purely for fun, I love the idea of story construction and building worlds, which I hope is evident in some of my previous works. Because of this, I’m trying my best to construct deep stories for my games, and outside them. I’ll also be slowly updating you on how this progresses as well, though not as much as I like to keep that as much of a secret as possible till each release.

Well that’s all I wanted to discuss this update! As promised, following this is the link to the composer I’m working with. All the best!

Dev-Diary: 7

Hello again! Hope everyone had a great Halloween!

October on a whole has probably been my least productive month for a while for my game work. Personal life and other work popped up a lot over the past couple of weeks causing delays, along with bugs and errors also popping up that need to be fixed. However, progress was made, and in some cases very important progress!

Probably the biggest, or most important, update was a massive patch to the way AI programs work. While essentially there was little-to-no change, the flow of code had to be re-written when I discovered the AI master list, which should not change, was changing. This was a problem caused by the Flash itself and not by the code, so a work-around had to be found, which it eventually was and the AI programs are now running as intended!

Along with a few other smaller patches and implementations, more rooms were finished save for some final visuals. As I’ve said before, this is an engine demo and the visuals will be less than what a full game has to offer, but the practice is important and I do still want the demo to look nice! I’ve nearly finished the largest section of the demo which is the Trigger Hall, an area containing many rooms for testing most of the trigger functions.

Aside from that, I’ve included a screenshot from a room I’m rather happy about on a technical aspect; the Teleportation room, where both the Player and an NPC are warped around the room. Remember, if you wish to be able to test the demo when it’s done, let me know and I’ll put you on the list of testers! All the best!

Monochrome Engine - Demo - 03