Tuesday, 15 October 2013

Bug Troubles!

Some updates! This past couple of weeks we have been working on our primary building system for Odonata. Building is going to be a significant part of the game and we have to take our time so that we get it feeling solid and, more importantly, comfortable.

However the plan to get this up and running for a development video today has been a bit of a mess quite frankly. Just as soon as we're getting ready to post some new stuff, all the most annoying bugs and problems come crawling out of the woodwork. We've had to cut off some of our systems like a diseased arm and take a step back to figure out what is going on and what we need to do.

So for now we'll have to make do and show what we have that isn't broken I suppose, screenshots anyone?

Our plan from now is to get the building working then push on the AI so that it can give purpose to the building and the traps we have planned.

Saturday, 14 September 2013

Still Pluggin' Away

Holy crap, has it been an ENTIRE year since the last post? Well, I guess I better explain what's been going on over here!

As I'm sure many of you know, game development is difficult, and entails a multitude of problems and headache. This last year we have been refining and refactoring the engine that Odonata is running in, and we've also been falling into pitfalls and climbing back out. This is our full-time job and we've solely been contributing daily to Odonata as best as we can.

"Can you show us what you've been working on since?" Not really no. Well, not without boring you at least; we've been doing things like GUI, collision, pathfinding, re-factoring the code architecture, etc, mostly the game's framework. When working on elements in an engine the only way to show it off is by using it, so 'using it' in this context would just be the game content, which is where we are right now, and the reason why I'm posting!

With Odonata, our ultimate plan to tackle it was in this order: design, plan, engine, gameplay then art. The engine is finally complete, so much so, we wouldn't want to change anything about it. We're just clear of systems and pretty much past most of the technical challenge (programming). This is the point where we work on the gameplay content, making it fun, making it a playable game!

It won't be long before we're posting regular gameplay videos, showing you an insight into what Odonata is going to be. So I'm going to stick my neck out and promise we'll start posting gameplay videos within a month! So keep posted! If you don't follow the blog you can follow the Odonata Twitter to know when we post.