Steve Acaster's Blogs
Does exactly what it says on the tin! I've got a full blown ... if rather rough ... battle with the Ai on the go - and it all works! Well, apart form the bits when it crashes for no apparent reason but I'll see about fixing that later.
Author Steve Acaster Date 01/27/2012 (1:50 pm) Comment 8 comments
Item data overload! All items finally done, at least the data and how they all work in game - still placeholder models ---> Art is last on the list. Also multi-purpose ammunition, for people who are tied of not being able to use similar bullets in multiple weapons.
Author Steve Acaster Date 12/20/2011 (7:25 pm) Comment 10 comments
Interface for "one-off battle-mode", choosing your squad and tooling them up to the nines. Also a total rewrite of the inventory system ... again.
Author Steve Acaster Date 11/09/2011 (9:39 am) Comment 4 comments
Moving from the strategy part (Civ-lite-esque) into the squad tactics battle part (X-Com and Laser Squad) Also the "fog of war" system I wrote last night - those American IPAs really helped :)
Author Steve Acaster Date 10/21/2011 (6:12 pm) Comment 14 comments
9000 days of bughunting ... or over 9000 days of bughunting? Actually it was more like 18 hours a day for 2 weeks of bughunting ...
Author Steve Acaster Date 09/13/2011 (4:36 pm) Comment 14 comments
Does exactly what it says in the title ... I think ... Behold the wonder of hexagons! Behold not very good mathematics for procedural placement. Also behold Dirigibles. Have you beheld? Then good.
Author Steve Acaster Date 08/24/2011 (5:23 pm) Comment 13 comments
Magnets! Magnets everywhere! .... Custom inventory system done ... but by jove it was a pain in the bottom to get right and ended up taking twice as long as planned
Author Steve Acaster Date 07/16/2011 (7:37 pm) Comment 8 comments
28 days later ... Project 2 has some vaguely finalized gameplay, the start of a class based weapons, equipment and attributes system, an individual squad member tactical system, and a whole load of turnbased logic and basic Ai sorted out.
Author Steve Acaster Date 06/28/2011 (9:21 am) Comment 14 comments
Dubious Demo 2.1 is out! My vow of sobriety is over ... but it's 4am and there's no liquor in the house ... this is what happens when you don't plan ahead ...
Author Steve Acaster Date 05/29/2011 (10:20 pm) Comment 15 comments
Rocks! Rocks Everywhere! Beware the Rocks! Also Tutorial info, demo part 2 info, new game concept info, "that" picture of catchick AGAIN 'cos I don't have any others ...
Author Steve Acaster Date 05/13/2011 (6:10 pm) Comment 9 comments
If you look through all my previous blog titles ... I bet that "drawcalls" feature as one high ranking keyword. And they've taken another thrashing. Also Player Controlled Comics for in-game cutscenes and stuff.
Author Steve Acaster Date 03/23/2011 (11:42 am) Comment 10 comments
If you haven't check the resources section lately, I pwned it for teh n00bz. Also pwned localClientConnection Haxx0z that have bedevilled my scripts since I waz teh n00bz. Will now stop talking like that.
Author Steve Acaster Date 02/16/2011 (6:21 pm) Comment 26 comments
The previous few weeks have consisted of drawing, more drawing, and even more drawing, interspaced with faffing, more faffing and even more faffing, around with various ways to get a Theora video, and then not liking the quality and deciding on a GUI replacement instead.
Author Steve Acaster Date 02/07/2011 (4:02 pm) Comment 15 comments
Another year, I'm not exactly certain why they keep arriving or where the hell they come from in the first place, but the damn things just keep coming. Also back to the grind post tech demo release.
Author Steve Acaster Date 01/25/2011 (1:20 pm) Comment 8 comments
I won't pretend that it hasn't almost killed me ... but after a gazzillion issues ... it's up. A fast and long gametype to play, doubled by having day and night missions. Entirely randomized enemy and tactics, should be good for a few replays.
Author Steve Acaster Date 12/09/2010 (4:39 pm) Comment 54 comments
The on-going build-up for a new tech-slash-gameplay demo meets gui instructions, short and fast additional gameplay types ... and a few others I'm struggling to remember whilst typing this preview ...
Author Steve Acaster Date 11/18/2010 (3:58 pm) Comment 13 comments
Didn't I use that blog title? Anyhoo, environment completed ... sort of - well, nearly. 2km of open game world, with 838 random AI spawnpoints - count 'em. 56K warning: pic heavy.
Author Steve Acaster Date 10/21/2010 (1:43 am) Comment 30 comments
ReTowned ... ReWhat ??? Urban ... town ... level ... thing ... originally done wayback when, get's new life as rejigged, rethingymabobed ... er ... something ...
Author Steve Acaster Date 09/30/2010 (9:47 pm) Comment 7 comments
Yep, I think that sums up this posting quite accurately ... and if it doesn't, well hell, I ran out of space in the title anyhow. Also Jefferson Starship ...
Author Steve Acaster Date 08/27/2010 (9:44 pm) Comment 8 comments
Death comes to us all ... admittedly that's not been proven IRL yet ... but chances are it's a safe bet. In games, you tend to have the option to respawn ... not sure about IRL ...
Author Steve Acaster Date 08/08/2010 (12:11 pm) Comment 16 comments



















