It’s Aliiive! ALLIIIIIVVEEE!
It’s there! or here! Whatever!
Four months of effort, finally out the door!
It’s there! or here! Whatever!
Four months of effort, finally out the door!
Alrighty. The gameplay, graphics, art, music, and sound are all complete. I have a few finishing touches to put on it:
.
But effectively, Mop of Destiny is complete, and should be showing up sometime tomorrow evening (Tuesday, PST).
Until then, here is the final boss music:
Scripting’s done. And I use the term “Scripting” lightly.
All “scripts” are hard-coded into the game. For instance, a sample short script would look like the following:
Add(new StopMusicPoint(m_audio));
// Whistler fades in.
Add(new CreateEntityPoint(this, m_audio, m_renderer, m_world, "Whistler", "Whistler", Vec2(14,1)));
Add(new LerpEntityVarPoint(this, "Whistler", "alpha", 0, 0.5f, 50));
Add(new DialogPoint(m_audio, m_renderer, 0xFF7FFF7F, 20, "Sound\\3-1.ogg", " 'Nuther seal down, Jack? Good for you! Man, you're sweatin' like a pig...you look like you could use a towel."));
Add(new DialogPoint(m_audio, m_renderer, 0xFF7F7FFF, 20, "Sound\\3-2.ogg", " Silly me for leaving home without it. Arthur Dent would be so disappointed."));
Add(new DialogPoint(m_audio, m_renderer, 0xFF7FFF7F, 20, "Sound\\3-3.ogg", " Who?"));
Add(new DialogPoint(m_audio, m_renderer, 0xFF7F7FFF, 20, "Sound\\3-4.ogg", " Just a...nevermind."));
SkipTo();
Basically, that creates an entity named “Whistler” given the entity type “Whistler”, lerps its alpha value from 0 to 0.5, plays a bunch of dialog (the dialog point both plays the ogg dialog sound file and displays the text), then ends.
The SkipTo lets the script know that this is the point that it skips to when the user skips a cutscene. I’m not using it to make unskippable sections, it’s just a quick hack because I’m also using scripts to set up the background music at the beginning of each music zone, so I don’t want the player to be able to skip THAT.
Anyway, a couple of screenshots to tide you over. The first shows a script that’s running (along with the shopkeeper, Whistler P. Higgins), and the second shows the game running in wireframe (That’s right, I’m not using textures! For anything!)
Anyway, I hope to finish up the history details in an entry soon…I haven’t had much time to do so!
I did all of the voice acting today, including the most important line in the game.
…my voice is still hoarse from doing that voice.
The art for Mop of Destiny is now 100%.
Here are some shots from the final level of the game. Yes, you can jump on the gears, and yes, tracing the clock face took a very long time.
Today, I will start the cutscene work.
Escape!
That is the goal of the fifth level. I have one screenshot that’s fairly representative of what the level looks like (there is no boss of this level).
Only one more level to go.