Eve DevBlog 13: Lucky Number 13
Lots of distractions, but some decent progress this week. I’ve got the Detail layer editor roughed in now, to the point where I can drag details around and get them where they need to be. It’s not a lot, but…
Lots of distractions, but some decent progress this week. I’ve got the Detail layer editor roughed in now, to the point where I can drag details around and get them where they need to be. It’s not a lot, but…
Yeah this isn’t working. I mean, I’ve been making good progress here, but I can do the extrapolation myself, and going at my current rate this project will take more than a year for sure, probably at least two. This…
Okay there’s a lot to go over here. First, the screenshot: Right here I’m experimenting with adding some simple but processor-intensive screen post-processing effects and I’ve finally gone ahead and added support for a static background image to be used…
It hardly bears mentioning at this point that things are crazy, chaotic, and depressing, so let’s just bypass that phase of the update and move on to the good stuff this week shall we? I’ve got the interface for the…
Okay. We’re making some progress here, despite everything. Things keep getting crazy, if anything crazier than they have been the past few weeks, but you know what? Maybe I’m acclimating. Well, I’ve been playing a lot of Hotline Miami, so…
Development continues, sort of. I continue to be frustrated at how slowly things are progressing, even as I reassure myself that these are mere temporary setbacks. It is very easy to recognize, in oneself, a determination that something be completed.…
Worst week for the project thus far! May as well just get that out there right away and say it, and I’m not thrilled about that since last week was also pretty bad. Oh well. There’s gonna be bad weeks,…
Okay, after (mostly) wrapping up the map editor, I gotta say: I was pretty tuckered out. So I took a couple of days off, tried to pay off some of my sleep debt, wrote a couple of IMO pretty good…
I fell behind, then I caught up. Gotten a ton of work done on the map editor. It is basically functionally complete at this point, at least to the extent that one can make a fully functional map. I’ll still…
Progress is progressing. I’d originally been thinking of doing a lot of the level and map resizing via choices made through a menu, which would have been, among other things, extraordinarily tedious to program. Eventually, though, after many false starts,…