Just flew back home from 29 Palms a few days ago and boy are my arms tired.
Anyways, finally got out of there. Should have a lot more time to work on Marpeg and <._FLANK/> now, as well as not being depressed all of the time and getting some motivation back. Not much of an update here, beyond having made a teensy bit of progress on loading characters from a text file. Still not completely working, but it’s getting there. Should be done before long, now.
Since this post is so empty, have some pone.
PT, PT erry day.
Build a text-based pony game the Marine Corps way.
Work on games and just anything in general is going to crawl to dang near a standstill for the next couple of weeks. Due to a motivated schedule change and me tacking on more PT, I’ll have very limited time for working on Colivien, <._FLANK/> or any other fun stuff.
Should be switching to a far more flexible and open schedule in less than a month, which is going to facilitate a lot of work on games.
On an awesome note, going back to a local rescue ranch to ride horses again, on Saturday.
I’m sure everyone is posting on their blogs about this, but there’s two cents burning a whole in my pocket.
For civilians, the shutdown doesn’t seem to have really done much. They see that government employees are being furloughed or having hours cut and that the military is still being paid. It’s ok, those government employees are only half of a percent of the entire US population, so it’s not that big of a deal.
They don’t see all of the facilities that are shutting down, like the commissary, SMP, Learning Resource Center and the family pool. The bowling alley is shutdown, the MCX employee hours are being shaved away, I don’t think the library is open and this is all on top of recent changes that are going to be making life for junior Marines generally less pleasant.
It’s not all super important stuff, but it’s those little things. Married Marines, who don’t receive chow hall services, no longer have anywhere on base to buy produce. They have to drive to Walmart, off base, just to buy groceries. Not so bad, at other bases, but 29 Palms is in the middle of absolutely nowhere.
Yeah, we’re being paid. However, that was only decided in the very last hours of negotiation. It’s pretty clear that service members are not a priority for Congress and I wouldn’t be surprised to see our pay checks cut or completely dry up soon. Marines who have Navy Federal checking accounts are going to be payed still, do to some sort of government pay check insurance sort of thing, but that’s going to dry up quickly as well. I have Pacific Marine still, from bootcamp, and they don’t do that whole pay thing. The chow hall and barracks have been guaranteed to us, but I don’t know how stable that’s going to stay.
Hopefully, this clears up in a couple days and doesn’t blow up into more than it needs to be.
Bit of video on the progress I’ve made on Marpeg, the sexiest piece of text-based RPG this side of Y2K. Features character creation, punching babies and picking up swords!
Hey all, been a long time, hasn’t it? I’ve been inactive on the site, for the most part, but I haven’t been idle. I started doing One Game A Month in mid July, just to warm up, and have a fun little project in the works this month which I’d like to carry over into September as well.
Because of long class days and other Marine Corps-tastic happenings, I don’t really have time to work on graphics or animation, the two things that have locked up all of my recent development efforts. So, I did what I’ve been wanting to try and ditched any visuals beyond what the console output gives me.
My project for August is a text-based, command line interface (CLI) role-playing game. Plans for now are to make character creation very expedient in the beginning, limiting the amount of details the player must procure for their character in the early stages of his or her life. As the game starts, the player takes control of their character, now a young adult who is out to start their life. The player doesn’t fill a pre-built role or class, but instead writes a new story for their character by interacting with the world, meeting other characters and by learning and advancing through a trade.
The combat is going to be mostly based on knowing how different armors and weapons act against each other. Riveted mail will stop most weapons, even arrows. However, a gambeson or non-riveted mail will often let a thrust or arrow through easily. Layering cloth, mail and plates or armor will greatly improve the characters defenses. Some ideas for how magic works and designs for the different methods of deploying that are in the works, as well as discovering that writing a fair, interesting and balanced algorithm for character damage is pretty tough. A lot of hours just poring over revision upon revision of a single algorithm.
I’ve already got some fun stuff going with custom string parsing and the ability for different menus to be displayed is functional. As is, you can only progress through the title screen and the ‘NEW’ menu option, going through the entire character creation process in all of its minimalist glory. The point at which you confirm your character is where I am in writing. Got a document that will allow me to write a scene featuring the basic functions of gameplay including interacting with items and props, NPCs that can be talked to or fought and doors to go through, as well as other features to tack on to this basic scene later.
Some other ideas I have in my pocket are such things as allowing saved characters to be handled as NPCs when playing a different file. So, if a player has characters named John and Marshall and saves the John file in one city and then visits that city in the Marshall file, he can encounter and interact with his other character like any other, including convincing him to follow the player.
As well as having comrades who will travel with the player, the player can become a follower them self, under the command of an NPC. The whole idea of this setup is to allow the game to feel less lonely, even if it is only single player. I always hated that so many RPGs glorify the lone warrior who saves the world. I’d played with some mods for Skyrim that allowed me to have up to 5 companions, and it really changes the feel of the game, as well as allowing me to ramp up the difficulty without it becoming unbalanced. Your companions would make a lot of kills alongside your own and the mod was designed so that even your companion’s kills would count towards your own progression, which I’d like to play with in my own project. There were a lot of cool moments where my little group would volley crossbow bolts or be teaming up on a tough enemy that really redefined the play experience.
Time’s up, back to school for me!
Mkay, here’s what I got for y’all today:
This is the result of about 4 or 5 days of work in Blender to keep my programming refreshed and sharp after recruit training. I wanted to make a cool space ship game, like Black Prophecy. So I did, although mine is definitely not as pretty nor am I done with it yet. Available here for Windows and Linux. Not for Mac, but we’ll get to that in a second.
What it says on the box. If you aren’t cool enough to use Linux, now you too can enjoy all that Blender goodness I started before bootcamp. Also, TIGS is on hiatus until I finish MCT and find time to work on it, same goes for Cockpit. Anyways, pick it up for the cost of only a few calories of clicking right here.
A game about not blowing stuff up. Made forever ago, finally uploaded here mostly because it’s the only game I’ve actually managed to finish. Thanks to an 18 hour time constraint. Go figure. Check it out here.
We already covered site updates in that bullet list, really, so all that leaves is…
I’ve gotten the Windows version to build under Wine, but I don’t think there’s an equivalent method for me to run the Mac version of Blender. Until I get something figured out on this front, someone on a Mac, with Blender 2.64 or above, is going to need to help us all out. I can get this organized better after MCT, but basically someone needs to go into the game folder and open either the Data.blend (For cockpit) or the START.blend (For TIGS) and run the export addon “File” > “Export” > “Save as Game Engine Runtime”. You may have to go in and enable this addon under “File” > “User Preferences” > “Import/Export”.
Once I’ve got that organized, I just need to upload it to the website so Mac users can play em too.
Been home from bootcamp this week, 10 days leave feels pretty good after that.
I’ll be leaving for combat training on Tuesday, early in the AM and will be out of touch for 4 weeks. After that, I should be able to use my computer during MOS school, at least a little. Spent some time this week on a dinky little flying game to keep my skills up to par after recruit training, I’ll be sure to post at least the .blend file for everyone to look at and play if they want to.
I’ve recently decided to name my Blender3D shooting game ‘TIGS’.
‘TIGS’ is a recursive acronym that stands from “TIGS Isn’t a Generic Shooter”.
I’ll have a video update soon, likely before this week is over. In fact, it has to be before that as I will be off to San Diego for USMC bootcamp (Hoping to Celestia I don’t screw this up again, because then I’d really be in a tight spot) and won’t be in contact for 3 months.
Anyways, I had gotten shooting into TIGS, really cool stuff with physics based recoil and yadda yadda when my PC turned off because the battery died. I had saved, but the impromptu closure corrupted the Data.blend file and I had to revert to an older one, although a couple of scripts were salvaged.
As is, I’ve made sure to add a little more security to the data behind the game. I decided that this time I wanted to start with character animation instead of weapons, as I was very unhappy with how the character movement was going before. So, you’ll be seeing a bit of procedural animation or physics based animation or whatever-the-hell I made when I get this video made.
Please keep in mind that I’m one guy who doesn’t actually have any actual experience in animation, procedural or otherwise. It looks wonky and that likely won’t change for TIGS. I’ll simply have to live with that until I make another game and am able to do a better job with that one.
As for non game stuff, I’ve got some news on Horizon.
I have spent some time outlining the story ahead, since Chapter 3 was all off the top of my head with no future direction. Not letting that happen again, as it was hellish to write. So, I’ve got at least 3 or 4 chapters of material roughed out, ready to be written down on FimFiction. Probably going to stay up tonight and work on Chapter 4.
Also, Lojban is still awesome and I’m sure Twilight Sparkle would fully endorse it, if she heard about it. Go check it out at http://www.lojban.org and learn an awesome language. I’m amazed how much vocab (Not actually that much, in the scale of things) I retained after not doing any studying for so long. I’ve been using http://www.memrise.com to learn gismu and there is material on the Lojban site for the basic syntax and grammar if you’d like to pick it up as well.