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