For your health

Devlog 07: I'll go back to black

So, I'm doing all the wrong things, but I don't care. I'm just writing my own engine. Because of reasons.

I'm actually learning more about games now then I was before, so that's exciting. I'll post a screenshot once I've actually got some more to show.

<3

Devlog 06: I’m Not Standing Still

There have been a few changes in my little world.

The game, up until this point, was written in Lua using the wonderful LÖVE engine. This was great for getting a prototype going, but I felt I was limited by it. The performance just wasn’t there and I was spending a lot of time working around Lua’s restrictions. I come from a very OOP-heavy background, so not having true objects was driving me crazy.

That brings me to the latest TLE update: we’re changing engines! I say we as if there’s someone else working on this. Well, I’m changing engines. Which ones? Angel 2D, of course! You have probably not heard of it, but it’s a fantastic C++ (with Lua scripting) engine headed up by the talented Shane Liesegang. I spent a considerable amount of time thinking about the new direction for TLE and this just feels right. I’ve also been talking with Shane about making some changes to the framework and he’s been very friendly and helpful. This is in contrast to my experiences with a few other engines where I received absolutely zero help with my simple queries. Let’s not dwell on that, though.

I’m excited about the future of TLE. With these new changes, we’ll be able to more easily support features that would have been “nice-to-have, but probably won’t happen”, like controller support and an iOS port (!!!).

The goal is to have an alpha for people before summer is out. Let’s hope I don’t turn out to be a liar.

Devlog 05: I guess that makes me the lucky one

So, the big news is that I've purchased a much nicer, much faster computer to develop the game on. The downside is that I need to get the game working on retina displays now, since it looks like a load of feces on them. It's still very exciting, though.

Face front, true believer!

Devlog 04: Actions speak louder

Due to reasons beyond my control, I had to suspend development of The Last Error.

That is, until this week.

I'll post again on Thursday. <333

Devlog 03: Prisencolinensinainciusol

I wasn't able to work much on TLE this week, but I did do some fun stuff. I added random building outlines, random name generation, and creepy NPCs.

Buildings?

I need to look into more procedural generation techniques, but I've got some basic random building size generation. It takes the base tilesize (and maximum dimensions) and spits out a random building size that I'm currently drawing as a grey box. Fun!

Random names?

NPCs (or Actors, as I refer to them in the game) will be randomly generated. Thus, they need a random name. I've been building up a big ol' file of first and last names that I like. I need to do more work to make it more random and to have less collisions.

Creepy NPCs?

They look at you as you walk around. Why? Because of reasons.