Plan for Tom Bampton
by Tom Bampton · 06/28/2004 (2:27 am) · 2 comments
Since I havent posted much in the way of .plans for a while other then GID related stuff, here's a big run through of the status of a few things, in no particular order:
Loot
First up, Loot. Last week quite a lot got done on both art and code. Unfortunately, as is turning out to be usual with Loot, most of the code changes aren't visible in the screenshots.
In "game"

Not too much done here. Mostly basic gameplay concepts and catch up on the art. Turns are done, units are move rate limited, amongst other small things.
Loot: Editor

Pretty big UI rearrange. This is still work in progress, obviously. The two "props" buttons are really Flip X and Flip Y, which flip the current block. The lower portion of the screen is very much un-worked on. This probably wont take shape til much later. Note that everything on screen does work, this is somewhat usable.
Lua
Yesterday I spent a lot of time getting a bit too close to Lua. Despite spending 4 hours in the debugger trying to find a nasty crash (which turned out to be one extremely stupid typo on my part), I have it almost completely integrated with my core library; which means it's now usable in Loot, Atoms, certain areas of BoomBall.
The state of play here is I have object auto registration working in a similar way to TGE's console, so a class defined in C++ is easily accessible in Lua complete with inheritance. Note that this isnt using any code from TGE, just the general idea.
I've come to like Lua immensely. I thoroughly reccomend it to anyone who needs a small embeddable script language. It's taken me about a day in total to get to the stage where I can call C++ code from Lua, Lua code from C++ and write reasonably useful scripts. It's really easy to learn.
BoomBall
Progress is slow due to most of the team being slammed with contract work and other time limiting things. Just to confuse you a bit, the work mentioned above on Lua has put me in a good position to move forward on a key area of BoomBall, which will be continued today.
Atoms

A couple of weeks ago when we were working on getting Atomic ready for Loot, I also ported Atoms to the new Atomic codebase and Nauris did some new grid art. Ignore the FPS in the above screenie, the FPS counter is broken, but I didnt have time to remove it. You can also see theres still a rendering "bug" to be fixed that was introduced with the rendering updates.
Atoms is now quite close to being finished. Time permitting, we should be able to ship before IGC. There's a lot going on in the Burnt Wasp camp at the moment, though, so I'm not too sure on when we'll next have time to work on Atoms.
Reaction Engine Milkshape exporter
Since I tend to miss the limited activity in the Reaction Engine forums these days, I assume others do too. Thought it would be worth re-posting this regards the Milkshape exporter:
When I have some time in the next few weeks I'll try and get the issues fixed with the exporter. No promises on this just yet, though!
Loot
First up, Loot. Last week quite a lot got done on both art and code. Unfortunately, as is turning out to be usual with Loot, most of the code changes aren't visible in the screenshots.
In "game"

Not too much done here. Mostly basic gameplay concepts and catch up on the art. Turns are done, units are move rate limited, amongst other small things.
Loot: Editor

Pretty big UI rearrange. This is still work in progress, obviously. The two "props" buttons are really Flip X and Flip Y, which flip the current block. The lower portion of the screen is very much un-worked on. This probably wont take shape til much later. Note that everything on screen does work, this is somewhat usable.
Lua
Yesterday I spent a lot of time getting a bit too close to Lua. Despite spending 4 hours in the debugger trying to find a nasty crash (which turned out to be one extremely stupid typo on my part), I have it almost completely integrated with my core library; which means it's now usable in Loot, Atoms, certain areas of BoomBall.
The state of play here is I have object auto registration working in a similar way to TGE's console, so a class defined in C++ is easily accessible in Lua complete with inheritance. Note that this isnt using any code from TGE, just the general idea.
I've come to like Lua immensely. I thoroughly reccomend it to anyone who needs a small embeddable script language. It's taken me about a day in total to get to the stage where I can call C++ code from Lua, Lua code from C++ and write reasonably useful scripts. It's really easy to learn.
BoomBall
Progress is slow due to most of the team being slammed with contract work and other time limiting things. Just to confuse you a bit, the work mentioned above on Lua has put me in a good position to move forward on a key area of BoomBall, which will be continued today.
Atoms

A couple of weeks ago when we were working on getting Atomic ready for Loot, I also ported Atoms to the new Atomic codebase and Nauris did some new grid art. Ignore the FPS in the above screenie, the FPS counter is broken, but I didnt have time to remove it. You can also see theres still a rendering "bug" to be fixed that was introduced with the rendering updates.
Atoms is now quite close to being finished. Time permitting, we should be able to ship before IGC. There's a lot going on in the Burnt Wasp camp at the moment, though, so I'm not too sure on when we'll next have time to work on Atoms.
Reaction Engine Milkshape exporter
Since I tend to miss the limited activity in the Reaction Engine forums these days, I assume others do too. Thought it would be worth re-posting this regards the Milkshape exporter:
Quote:I've uploaded the last exporter I built from my MS3D directory to www.burntwasp.com/re/msG3DExporter.dll
No gurantees on the state of it, and definately do not enable animation or you wont get a usable export. I got called away to other projects before I could finish the exporter. However, in theory at least, this should be a tad better then the older one.
When I have some time in the next few weeks I'll try and get the issues fixed with the exporter. No promises on this just yet, though!
About the author
Recent Blogs
• A Game in 2750 Days• GID23 and NPC Editor
• Fun with Lua
• How NOT to make a game
• Thinking Outside the Box
#2
06/28/2004 (10:29 am)
Lol Tim! You're always the first on all .plans! Oh well second is the best hehe. 
Torque 3D Owner dsfsd
Loot looks better each time I see it, AOE here you come ;)