2012-08-27 15:40:08 Posted by RetroZelda

Sugar Rush and MORE

The time has come where I talk about things and stuff that have happened. Theres not really much that has happened but Sugar Rush Alpha was finished last week, and I started a side project that I am kind of excited to continue to work on. Firstly, Sugar Rush! The alpha build is out and its coming along really well. There were many issues with the build towards the middle of the month, and things got cut, but we are progressing! Out of the issues, I think I was stuck in the middle of them! Namely, Maya. Maya gave us strange issue, and I spent days trying to figure out these issues. Like, when I finished the level exporter, some meshes would get skewed and warped. Not all of them, mind you, only about 4. The cause? No one really know, but when we erased and remade one of the meshes, everything was fixed! What the hell, right? Around 4 days checking everything in my exporter, when it gets loaded, checking values of every mesh, checking over and over again making sure the pipeline was good and none of these things showed results, but remaking 1 mesh to solve it? Stupid. Another issue is sometimes maya will randomly erase the verts for a mesh, and this will cause the exporter to crash. When calling API functions, it **thought** that there were verts, but when you would go to the mesh in the outliner, it would just be missing. The transform and everything was there, just missing verts. This was about another 6-8 hour thing to figure out. Not fun! But after all said and done, our environmental artist was spending too much time with me figuring out these issues that Maya would present, and changing collision meshes over and over caused him to lose focus on the actual art side, and even though collision wasn't my area this month, i still feel horrible................... anyway, there was also Nav mesh fun time. My part of it was to export the Nav Mesh data out of recast to be used to create the lookup table for our path finding. There were issues with the data I was saving, so I changed how I was doing it a few times and the guy working on using that was still unable to use it. So the guy doing our renderer hacked together something quickly to draw what I was exporting, and it was showing garbage mesh data. So again I rewrote the exporter and still nothing. I then tried at least 3 other ways that night, and still showing garbage data. Sadly, we had to cut nav meshes for our pathfinding. So then I wanted to draw the world in wireframe about 30 mins later and I used the same hacked function set and it showed garbage data with meshes that were correct. I was sad. it wasnt my exporting that was messing up(at least not the first couple iterations) so the nav mesh was kind of cut in vein. And yeah, those were the main issues I had this month. I figured that since last post was about my awesome animation system, I should rant about issues this month. So now lets hope for more cool things for me to talk happily about in the coming months. So yeah, you should check it out by visiting the Indy DB site here. No now about my side project I started yesterday. Well, I have had fun developing it so far. Right now its a basic Client-server game with the server written using winsock and the client is going to be a small game that I am writing on Android. This means I am refreshing myself with sockets and UDP as well as learning the android SDK as well as basically programming 2 applications at the same time. But right now the server is about 40% done and the actual app is about 20% done. But once I can get the core functionality of send/receiving packets, then I can focus mostly on the android side to get the game looking and playing better. I enjoy learning things that have to do with programming, and doing this is like a MILLION things I am learning at the same time, and its exhilarating. I have a lot of ideas for it and if I was like 3 people in 1 I could progress faster on it, but I'm not sure weather or not I want this to be an Erick-Project or to see if other people want to help me on it. But, I'll have that decided after I get a solid client/server made. Then when other work on the gameplay stuff, I can create a matchmaking server, and setup an account system then start leader boards and team/friend games. Right now the scale of what I have in mind is actually fairly small, but even if i work alone on it, i will have fun regardless. Oh, and I don't plan on actually releasing details of it until i can get a solid alpha build of it, then maybe I can put the game on the android market then put a basic server on here for people to try it out(or maybe port the server to linux and host it on here? hehe i dont think my host will like that :D). Anyway, that is all I will rant about today. Ciao fur niao! RetroZelda OUT.