Fri, May 29th 2009, 00:01
We Get Signal
Moving is mostly completed and was thankfully uneventful. Everything
is, more or less, back to normal. Since I'm tired and in a hurry to
get myself out of the red on the Gruedorf Scoreboard,
this will be brief.
Fri, May 29th 2009, 00:01
I did a lot of little improvements to the text for various tooltips. Unique, per-unit-type tooltips were added to the defensive setup screen; each unit's purpose is significantly more obvious to players yet to become experienced veterans.
The gravity ship's mechanics have been reworked to be a little more "correct". Its power is still based upon the distance between it and the player, bu the distances is now between the closest edges, not the centerpoints. It definitely "feels" better now. Additionally, a number of visual tweaks (mostly experimental) have been thrown in to try and easily convey the gravity ship's behavior without being obnoxious; this has been surprisingly difficult.
Wed, May 20th 2009, 15:14
Preemptive Strike
I am in the process of moving and will be without internet for an
indefinite amount of time, so I'm posting early as I won't be able
to make my regularly scheduled slot.
Wed, May 20th 2009, 15:14
Progress has been light this week. I knocked out a couple kinks in the initial battle behavior, everything works as intended now.
Fri, May 15th 2009, 16:31
Relapse
I'm not going to lie. The reason I missed my post deadline
this week (and, indeed, why my posts have been so shallow for
a while now) is that I have been sucked in back into Guild Wars
in a bad, bad way.
Fri, May 15th 2009, 16:31
The good news is that today I buckled down and crashed through the biggest immediate hurdle: adding a "tutorial" battle. This was was kind of tricky because normally battles are spawned out of a whole bunch of user defined values, and here I needed a fixed setup, but it also needed to not break when I make some inevitable changes to the battle stuff further down the line.
I ended up making a compromise. It's definitely not 100% future-proof but it should be pretty simple to patch it up in the event that it does need it. Yep, that's my story.
There are a few more little things that need doing and then, depending on how the art situation is looking, we'll be ready to roll for phase II of testing. I'm starting to get excited again, which can only be a good thing.








