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    <title>wundermint.com</title>
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    <pubDate>Sat, 26 Jul 2008 19:11:22 GMT</pubDate>

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        <item>
      <title>Reneging</title>
      <link>http://www.wundermint.com/posts/view/39</link>

      <description>
      <![CDATA[
        Well, there was a fair chance it would happen and, though it's later
than I would've preferred, it's better now than even further down the
line. In short: this puzzle-for-combat thing just doesn't feel right.
I am pulling a complete 180 and backing out of it.
<br /><br />

This means a number of things. The bad news is that it will be virtually
impossible to make my originally intended deadline. The good news, though,
is that it will be a better, more cohesive experience. I also now have a
solid foundation for a nifty puzzle game further down the line. A bit of
scary news: I'm not actually going back to my original combat system either.
Instead I'm going to try my hand at a sort of action / RTS fusion thing.
<br /><br />

Considering the time spent tinkering with the puzzle stuff and the scope of
the new system, I estimate to be an entire month behind. We'll see how
the next week or two goes, but the odds of making the August deadline are
looking pretty bleak.
<br /><br />

This post is screenshot free, given that the project is just now changing
gears and I haven't had a chance to bang anything out yet. I'm excited about
the new direction and am confident that after the dust settles, this will
have all been for the best. I'm going to <i>try</i> to be a bit more open
about development now that the end is in sight. Look forward to next week
when I reveal how some of this new system works!      ]]>
      </description>
      <pubDate>Sun, 13 Jul 2008 13:25:26 -0500 GMT</pubDate>

      <guid>http://www.wundermint.com/posts/view/39</guid>
    </item>
        <item>
      <title>Beyond Barhopping</title>
      <link>http://www.wundermint.com/posts/view/38</link>

      <description>
      <![CDATA[
        This weeks festivities included:
<ul>
<li> An epic class refactor job.
<li> Repairing an infuriating bug in the chain system.
<li> Adding proper bars for the player.
<li> And more!
</ul>

So, I actually got quite a bit done this week. It's just not the
forward-momentum productivity stuff I was hoping for. Improvements
are improvements, though, and it's looking more and more like a
real game with each passing day.
<br><br>

Current state:
<br>
<img src="/files/blogscreens/spacegame_puzzlebars.png">
<br><br>

The only real visual difference is the presence of those colored
bars. Exciting, I know. Looking at a calendar, it seems I have
just under four weeks left. This is ample time to finish, provided
I don't become <i>too</i> distracted.      ]]>
      </description>
      <pubDate>Sun, 06 Jul 2008 17:14:08 -0500 GMT</pubDate>

      <guid>http://www.wundermint.com/posts/view/38</guid>
    </item>
        <item>
      <title>Creeping Deadline</title>
      <link>http://www.wundermint.com/posts/view/37</link>

      <description>
      <![CDATA[
        Let's start with the longview;
This week flew by and my combat prototype is less developed than I had hoped it to be by now
(there will be no public release as of yet), but I'm going to go ahead and use it. This leaves
me with about a month to go before my original "open beta" deadline. I fully intend to keep
this timeframe, so the next two weeks will be spent getting the combat up to snuff. From there, it'll
be a grind until August to integrate it with the main game and get as much "in house" playtesting
done as I can. After that, it'll be a matter of evaluating player feedback and adjusting
accordingly. Assuming no catastrophic occurrences, this last phase should be smooth sailing.
<br /><br />

And now, since I'm such a swell guy, here's a screen of the (very) rough combat prototype:
<br />
<img src="/files/blogscreens/spacegame_puzzleprototype.png" />
<br /><br />

I know what you're thinking. "Oh no! Blocks. On a grid. And you probably have to match them!"
Well, you'd be right, but this has some quirks that can't be seen in the screenshot. It's not
the pinnacle of originality, I'll admit, but accessibility counts for a lot here. In total,
it should still feel like its own game, which is enough for me.      ]]>
      </description>
      <pubDate>Sun, 29 Jun 2008 17:26:11 -0500 GMT</pubDate>

      <guid>http://www.wundermint.com/posts/view/37</guid>
    </item>
        <item>
      <title>A New Era</title>
      <link>http://www.wundermint.com/posts/view/36</link>

      <description>
      <![CDATA[
        Here we sit at what can only be described as a milestone.
The server and client have full implementations of all the non-combat systems.
This is great news, of course, but brings with it an interesting dilemma.
<br /><br />

You see, the as-of-yet undisclosed combat system is in a limbo of sorts.
I have my original plan for it clearly mapped out, and am very fond of it.
It should be a lot of fun to play and its integration with the rest of the
game would be an interesting mix, but that's where its value ends.
<br /><br />

So, I've decided to take a stab at creating an alternate combat system.
I've got the design for it mostly hammered out already, and I intend to spend
the next week putting together a prototype to evaluate it's fun-ness.
If this ends in catastrophic failure (which is entirely possible as this is,
get ready for it, a puzzle game) I'll probably just scrap it and go back to
the old model (which is <b>not</b> a puzzle game). If it succeeds, however,
I'll have something more approachable and with a great deal more longevity,
which is more fitting with the large scale goals for this game anyway.
<br /><br />

So stay tuned for news of the coming tinkerings. I <i>may</i> even publicly release
the prototype for feedback. Also, there are no screens this week. Life is hard.      ]]>
      </description>
      <pubDate>Sun, 22 Jun 2008 18:19:56 -0500 GMT</pubDate>

      <guid>http://www.wundermint.com/posts/view/36</guid>
    </item>
        <item>
      <title>Two For You</title>
      <link>http://www.wundermint.com/posts/view/35</link>

      <description>
      <![CDATA[
        In a complete reversal of my normal posting habits, I give you:
minimal text and tasty new screens!
<br /><br />

New and Improved Sector:
<br />
<img src='/files/blogscreens/spacegame_emblemsector.png' />
<br /><br />

Brand Spanking New Market:
<br />
<img src='/files/blogscreens/spacegame_market.png' />
<br /><br />

I'm just going to leave it at that for this week. Next update,
things will probably be back to their normal, long-winded,
screenshotless state.      ]]>
      </description>
      <pubDate>Sun, 15 Jun 2008 14:18:37 -0500 GMT</pubDate>

      <guid>http://www.wundermint.com/posts/view/35</guid>
    </item>
        <item>
      <title>Time Slip</title>
      <link>http://www.wundermint.com/posts/view/34</link>

      <description>
      <![CDATA[
        Somehow, I completely lost two weeks of time. Also, it seems my updates have moved to
Sunday, putting me in the company of
<a href="http://www.egometry.com">McGrue</a>,
<a href="http://speveril.northknight.com/">Kildorf</a>, and
<a href="http://stellarx.org/sdhawk/contrivia">SDHawk</a>.
<br /><br />

A fair amount of work went into this week's update, though it really only comes down
to two improvements. A large part is some handy changes to my object management /
tracking stuff for debug purposes. Not particularly exciting, but helpful.

The other portion is thanks to that swell guy
<a href="http://www.bananattack.com">Overkill</a>, who went to the trouble of adding
the keybuffer stuff to the lua binding, which instantly made the game feel more complete.
Well, once I got past some weird kinks and quirks with both it and v3's printstring it did.
<br /><br />

So this is pretty light and not especially exciting, but I am back on course. Look forward
to a tasty update next week.      ]]>
      </description>
      <pubDate>Sun, 08 Jun 2008 09:45:43 -0500 GMT</pubDate>

      <guid>http://www.wundermint.com/posts/view/34</guid>
    </item>
        <item>
      <title>Revisionist Mystery</title>
      <link>http://www.wundermint.com/posts/view/33</link>

      <description>
      <![CDATA[
        Let's get this out of the way: there are no screens this week.
<br /><br />

The industry/technology system has been redesigned. Again. This time around I'm feeling that
this is going to be the one that makes it to release. It's a nice balance of simplicity and
sophistication. What's even better is that it's no longer directly tied to the "active"
component of the game. This means I can breathe easily while tinkering with getting it just
right instead of constantly making large/hacky changes to the tech system to keep everything
in sync. Sadly, all of this is just in notebooks and text files right now, so I haven't got
anything to show.
<br /><br />

Wait. Did I just say <i>"active" component</i>? What could that possibly mean? Am I just
making up this stuff up to make my game sound more awesome? Or is there something to it?
Don't touch that dial!      ]]>
      </description>
      <pubDate>Fri, 23 May 2008 11:14:57 -0500 GMT</pubDate>

      <guid>http://www.wundermint.com/posts/view/33</guid>
    </item>
        <item>
      <title>Half and Half</title>
      <link>http://www.wundermint.com/posts/view/32</link>

      <description>
      <![CDATA[
        The way things went this week (and given the nature of the project), it
seems most fitting to break this week's update into two parts: client and
server. As this was an overly productive week, I'm only to present an
overview of the major changes.
<br /><br />

<i>The Client:</i>
<br /><br />
I spent the first part of my week absolutely tearing up the client. I
rewrote giant heaps of stuff for the purpose of saner organization. Of
particular note (from the would-be players' perspective), the entire
"galactic heirarchy" was rewritten. It's now more "realistic", which I
originally had mixed feelings about, but now that it's in place, I'm
actually quite satisfied with it.
<br /><br />

<img src="/files/blogscreens/spacegame_newsector.png" />
<br /><br />

So, some UI components have been shuffled around, and it's a lot more
colorful now. There's still quite a distance to go, but it's starting
to really take shape visually, which always feels rewarding.
<br /><br />

<i>The Server:</i>
<br /><br />
This was definitely the most frustrating task, in spite of it not being
all that complicated or challenging. You see, I went to the trouble of
writing out a very specific client design, so that I wasn't just
fumbling around until I ended up at the finish line. I did the same with
my network protocol.

For some reason, though, I completely failed to think through the design
for the server and, as a result, it was a treacherous, unwieldy
force-to-be-reckoned-with. So, I went in and chopped it to pieces, saving
a few useful fragments. Then I pieced it all back together (this time
with a cohesive vision in mind). The result? It does exactly what it did
before. The important difference is that it is <b>significantly</b>
easier to maintain.
<br /><br />

If this game were to become wildly popular, I'd probably have to rewrite
the server for efficiency, but as it stands now, it's reasonably swift
and super easy to manage.      ]]>
      </description>
      <pubDate>Fri, 16 May 2008 13:25:31 -0500 GMT</pubDate>

      <guid>http://www.wundermint.com/posts/view/32</guid>
    </item>
        <item>
      <title>Mundane Success</title>
      <link>http://www.wundermint.com/posts/view/31</link>

      <description>
      <![CDATA[
        I spent this past week getting the server framework in place and getting the client and server to have
<b>meaningful</b> interactions. I am happy to report that this all went quite smoothly and that things
are really starting to fall into place. Most of the foundational stuff is in and working without a
hitch, so now it's really just a matter of expanding it into an actual game. No small feat, sure, but
the "hard" part is out of the way now.
<br /><br />

So, while there isn't much of a game, and the action set is pretty limited, it's fair to say that things
are going swimmingly! However, all is not sunshine and rainbows. There is a dark, sinister truth yet
to be told. There are two <b>gigantic, glaring, and completely-unforgivable</b> flaws with VERGE that are
crippling my development efforts. First is that <a href="http://speveril.northknight.com/">that jerk Kildorf</a>
managed to break line drawing by causing it to disinclude an <i>entire pixel</i> occasionally. Second
is that, somehow, the keybuffer stuff has yet to be properly bound to Lua, leaving all of my text
inputting capabilities in the lurch. Okay, so these aren't really stopping me from getting anything
done, but I will be very happy when they're remedied.
<br /><br />

There are no screens this week on account of there's nothing new to show. Since all the changes are to
the background behavior, nothing actually looks any different. I could just post an old screen and
call it a new one if I really wanted; it'd be accurate, but silly. Over the coming week, I'll be putting
in more mechanics, so there should actually be some screens next time.      ]]>
      </description>
      <pubDate>Fri, 09 May 2008 14:18:09 -0500 GMT</pubDate>

      <guid>http://www.wundermint.com/posts/view/31</guid>
    </item>
        <item>
      <title>Socket To Me</title>
      <link>http://www.wundermint.com/posts/view/30</link>

      <description>
      <![CDATA[
        I admittedly didn't get as much done this week as I was expecting to.
I did, however, finally take the plunge and merge my networking stuff
in with the main game. This went surprisingly well, with only a few
unexpected quirks that were easy to fix. While it doesn't really
<b>do</b> anything useful just yet, it is in place, and the client
and server play nicely with each other, which is quite satisfying.
<br /><br />

With that out of the way, I took to the burdensome task of writing
out the network protocol specification. This is quite boring and
requires lots of me sketching and scribbling on paper. I think it's
safe to say that the core principles are quite solid. Documenting
all the different exchanges is going to take a bit more work, but
the end result will be a super-handy reference manual that will
make the actual implementation significantly easier.
<br /><br />

So, where are the pictures? Well, I wasn't originally planning on
doing so much network (read: not screenshot worthy) stuff, so..
here:
<br /><br />

<img src="/files/blogscreens/spacegame_netalpha.png" />
<br /><br />

Just so that there is <b>something</b> to look at. The important thing
to notice is that clump of blue in the upper left corner. That's the
network activity indicator. Its purpose is shrouded in mystery, or
perhaps it just indicates network activity.
<br /><br />

And that wraps up this week's report. Tune in next time for
<i>Adventures in Getting the Client and Server to Actually do What
I Want</i>.      ]]>
      </description>
      <pubDate>Fri, 02 May 2008 10:32:35 -0500 GMT</pubDate>

      <guid>http://www.wundermint.com/posts/view/30</guid>
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