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headkaze · 208841

Offline headkaze

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Reply #120 on: September 10, 2009, 12:06:36 pm
Suppose I better log some of the work done recently which although not much to show things are still progressing. I had to modify a bit of my Character class to make way for allowing the other characters to move around the mansion independently. I wrote the path finding code (using a Depth-First Search Algorithm) the other day and put this together with some movement code. I now have Bently moving from the stairs to Snide's room (and any character from any room). Right now it's direct door to door movement so it will need to be modified so that movement is more central to the room and then move off when near the door.

Tweaking this to work the way I want shouldn't take long and then will be onto the inventory system and item management ...



Offline flash

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Reply #121 on: September 10, 2009, 02:00:56 pm
That is just coming together so sweet mate... Really looking very special..

Glad you got the pathfinding working... That would have been one of my worries in this game, though I am a bit of a scaredy cat.

Coding for the love of it!


Offline Lobo

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Reply #122 on: September 10, 2009, 08:47:29 pm
Looks great as always, follow the Bentley and stay cool.  8)
Hmm..actually, I was thinking of about 3 more secrets (3 more rooms/maybe items) for this one. We've covered the original secret stuff but maybe the extras which might connect like a puzzle and either give a clue or be somewhat unrelated or even explain the history of the manor or something? Would be an interesting addition for a budding detective, maybe.



Offline flash

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Reply #123 on: September 10, 2009, 09:13:53 pm
Shhh... I don't wanna know!!!

(though perhaps a little more time would be in order?)

Coding for the love of it!


Offline Lobo

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Reply #124 on: September 10, 2009, 09:38:26 pm
You're right on spot, this puzzle as I was thinking might give you additional time in game to solve the actual crime in case you finish it properly. However, in case you fail...instant death?
HHhehehehehhe....



Offline headkaze

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Reply #125 on: September 10, 2009, 10:52:29 pm
I had the idea of extending the stairs (where your start) to the right and adding an extended hallway to the front door of the mansion. Then another room outside the front door that leads to the front of the mansion. Another interesting part of the game that seems to be missing from the original is Angus McFungus' room! I think we could have a bit of fun adding in some extra tasks or even a whole new mystery to solve. There is also the possibility of making the rooms a bit more custom to each character. Anyway the game is still a fair way off but there are quite a number of additional stuff that could be added to spice things up a bit.



Offline Lobo

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Reply #126 on: September 10, 2009, 11:14:43 pm
Angus room is missing (is he that dude from AC/DC ? :) ). Yea, we might put that room someplace hidden and then do some puzzle about it, hmmmm (<this is like, I'm thinking...).



Offline flash

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Reply #127 on: September 10, 2009, 11:29:31 pm
I had the idea of extending the stairs (where your start) to the right and adding an extended hallway to the front door of the mansion. Then another room outside the front door that leads to the front of the mansion. Another interesting part of the game that seems to be missing from the original is Angus McFungus' room! I think we could have a bit of fun adding in some extra tasks or even a whole new mystery to solve. There is also the possibility of making the rooms a bit more custom to each character. Anyway the game is still a fair way off but there are quite a number of additional stuff that could be added to spice things up a bit.

My god... even I am all of a quiver now!!

Sound like some fantastic ideas!

Coding for the love of it!


Offline headkaze

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Reply #128 on: September 10, 2009, 11:42:05 pm
Notice all the "good ideas" involve more work for Lobo?  :D (sorry mate!)



Offline flash

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Reply #129 on: September 10, 2009, 11:59:26 pm
Good ol' Lobo...

What has he let himself in for...?

Coding for the love of it!


Offline Lobo

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Reply #130 on: September 11, 2009, 12:54:34 am
Good ol' Lobo...

What has he let himself in for...?

FOR A BIG FAT BILL I'M GONNA SEND AT THE END TO YOU TWO, MUHAHAHAHAHasas<cough>Ahaaaa!


It already has like 9 zeroes....but oddly, only zeroes.  :D

EDIT: Forgot to say, you'll need to sign those checks...preferably in blood then send it back to me to verify, OK?
« Last Edit: September 11, 2009, 01:01:57 am by Lobo »



Offline Lobo

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Reply #131 on: September 11, 2009, 01:55:32 am
Ok, maybe somehow like this so we don't screw up the current layout?



Offline headkaze

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Reply #132 on: September 11, 2009, 02:17:33 am
I was thinking more along these lines. And maybe have a mini hallway next to the stairs which has the front door at the end, and walking out shows the front of the mansion? Something like that anyway!



Offline Lobo

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Reply #133 on: September 11, 2009, 02:34:49 am
Looks good, except that I'm not really sure about extending the 'stairs' room (the starting room). Simply  because I don't know how to fit the door in there or entrance to another hallway without kinda screwing the layout.
For that reason I've included another small hallway to take you outside the mansion and the ability to go the right from that walkway upstairs.



Offline headkaze

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Reply #134 on: September 11, 2009, 02:55:07 am
Hmm yeah I don't know, perhaps something like the attached pic? A mini hall that goes to the front door?



Offline Lobo

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Reply #135 on: September 11, 2009, 05:14:49 am
The thing is, I would like to keep the 'starting room' as it is in the original (as it is now too). However, maybe if you go to the right, that room can scroll to reveal other rooms (meaning instead of currently being 336x192 it can be 500+ or so width). It can basically look like that pic you've just posted for the scrolling area with just a few doors attached (Angus room/others). In that case, to go outside (in front of the mansion), you would still pass through that door in the 'starting room' because that's where the game starts so it would be kinda logical to be the actual entrance. That way we don't change layout too much from the original.
Ugh, this sounds way too complicated for such a simple thing.  :D



Offline headkaze

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Reply #136 on: September 11, 2009, 05:56:12 am
Yeah thats a good idea just extend the start room a bit to have the front door. I do think Angus' room should be upstairs though it doesn't seem right that the master bedroom would be right next to the entrance of the mansion. Anyway I'll leave it up to you as you did the last two rooms perfectly.

BTW Just got the character movement working perfectly yay!
« Last Edit: September 11, 2009, 05:59:47 am by headkaze »



Offline Lobo

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Reply #137 on: September 11, 2009, 01:31:58 pm
Excellent. Also, yeah, Angus room will be upstairs. I'll lay down description and post it here later as I'm more clear as to how it can be. One thing that came to me is that we might need a couple of screens (256x192) which will be like a 'cut scene' if you will, once you solve this puzzle. With these (plus the text in the blue strip) will be revealed a bit about Angus' past and why the heck did you do the puzzle for. I don't think the reward should be anything but giving more time and penalty should be.....DETH!  :D



Offline Lobo

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Reply #138 on: September 11, 2009, 03:07:17 pm
Ok, here then. From the main starting position you can get through the door A (unlocked) and over B, which shows that the room is upstairs, to a small opening C which leads directly and only to Angus' room D. However, there is a hidden door in there that leads to another room where the mystery of some sort will be revealed once you complete the puzzle.

That said, E goes straight outside in front of the mansion where some other parts of the puzzle are located.
Ok, I do have a puzzle, came to me last night methinks, so I'll send you the actual description of how it goes via electronic communicator. I think its kinda cool, not too hard but you have to open yer eyes and choose carefully ;P.
As I've said before, it would be a cool thing to have that 'tale' you unlock/solve being told in a series of images with text below, not too many, about 5-6 maybe and that should be all.




Offline headkaze

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Reply #139 on: September 12, 2009, 01:38:36 am
Lobo I sent you an update map of the mansion showing what I think is the best place to add the extra rooms. Some places I thought made alot of sense like putting Angus' room where Outside 1 was and moving it over a bit. Anyway take a look and see what you think. I didn't post it here because I didn't want to give away some of the other new locations.



Offline headkaze

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Reply #140 on: September 15, 2009, 10:47:33 am
Haven't done much coding lately apart from getting the menu system ready for inventory and today Lobo sent some sexy new rooms (including a cunning puzzle he conjured in his sleep) so spent a few hours creating colmap's and putting the new rooms in. Before I get a new demo out I want to get the inventory system going and perhaps the rain, thunder and lightning effect for outside. Stay tuned!



Offline Lobo

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Reply #141 on: September 15, 2009, 06:26:05 pm
Right on! Can't wait to test some of that, should be quite sweet.  8)



Offline headkaze

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Reply #142 on: September 16, 2009, 11:35:58 am
Okay I'm about to send Lobo and SF the latest demo (Flash has access to the source so can always compile his own binary). I'm pretty happy with the way things are going and especially this latest demo mainly because it shows off Lobo's new graphics and SF's new music. But I am also quite happy with the new rain effect I added today. Along with the thunder/rain xm the rain effect adds a nice touch of atmosphere to the game. I hope to do a few more little things like this as I progress.

Still need to get the darn inventory and item manager going but you can see when you select the "accuse" button how the menu system works very much like the original. Also you can use the "A" button to use the cursor which also means I could add a "L" and "R" button to swap screens for those who would rather the main game screen be on the bottom. With the new pointer it makes it possible to use either screen.

Please give me feedback on the latest demo  ;)



Offline spacefractal

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Reply #143 on: September 16, 2009, 11:58:46 am
See the comment, hovover I was a bit tired, so....

I just wrote to you I did not here the ingame, but it was meant the title tune (oops), but I goess that got reworked when the title screen got stayed which it does not doing that (I like that title screen, sad it dosent stay).

It works quite good with the weather and ingame mod (12 channels used total for both)..... Lightning effect might need more work, but that ok for now.

Nice new rooms as well.

I like the how the content menu works to remove icons not used and is much more rebust now and a bit more clear I think.

But this was a quick test, because im out soon, so more testing tomorrow (which I have much more time). See you and great work. Look more like a game.

« Last Edit: September 16, 2009, 12:00:17 pm by spacefractal »

The Musician for the RetroBytes Portal Projects.


Offline Lobo

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Reply #144 on: September 16, 2009, 08:44:37 pm
Great stuff, just tried it and it works just as it should!  8)
It's kinda creepy seeing those characters standing there and looping, would expect any of them to shoot me in the back at any moment.
Also, just realized that those two rooms were used to fill all the rooms in there so need to draw separate rooms for each person otherwise it's quite confusing like this  :P.
Anyhoo, great work, keep it up!



Offline spacefractal

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Reply #145 on: September 16, 2009, 10:28:18 pm
I play it more tomorrow, as I saw it more I diddent found any collision bugs and door unlock/lock works much better and actuelly works fine as I saw.

More testing tomorrow.

That is for MMLL too testing too.

Elsewise creepy nice work.

The Musician for the RetroBytes Portal Projects.


Offline flash

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Reply #146 on: September 16, 2009, 10:53:51 pm
We like to keep you busy SF  :D  ;D

Coding for the love of it!


Offline headkaze

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Reply #147 on: September 17, 2009, 05:50:05 am
The simple things in life  :) This is Flash's idea to have the clock in the clock room show the real ingame time. I guess I could have used sprites again but for now it's using the pixel to tile plotting routine.



Offline spacefractal

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Reply #148 on: September 17, 2009, 07:00:09 pm
Looked on demo again today. No major issues found in this sage, only some idea:

1. I propenty want when arrow is used, the arrow move from icon to icon directly. I known some might prefer this which also works fine, so its can been a little option in the title menu?

2. Any possible to add a new map icon, even this was not a part of the C64 game (due the new rooms)? Of course you should not been able to walk for lookin in the map.

3. Should I turn some thunder sound down? even some is might been high, it also works for me and got the game more creppy. But I can do that if you want?

4. I still like the watch to been sync on the clock room room. Why not?

5. You can still walk trought people, but I just think it not finished yet.

6. How about icons for the thing he finds as grahics as well text?

Send me a tune list in the list thread (or email), but I think it no hurry by now? Thay why I have a little focus on MM, due that game have much more music need. I still can still more tunes to this game.

« Last Edit: September 17, 2009, 07:21:55 pm by spacefractal »

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Offline Lobo

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Reply #149 on: September 17, 2009, 09:28:51 pm
The map thing is something I was thinking about too, kinda pull it down on the bottom screen where you can see the rooms layout (and your position via say, glowing red dot or something) and use stylus to drag the map around. I mean, more I play it - better I get at memorizing the hallways but back on C64 I use to loose so much time by missing the actual hallway and trying to figure out which way is Cynthia's room compared to Major's or something.
While we're at it, I'm almost done with these custom rooms so at least something more memorable that way comes. Will send it in bulk though as soon as they're completed.