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jeff vogel finally brought his games to 1990s from the purgatory of 1980s he was in for 30 yearsWe are switching to a new game engine (SDL)
- Jeff Vogel
jeff vogel finally brought his games to 1990s from the purgatory of 1980s he was in for 30 yearsWe are switching to a new game engine (SDL)
- Jeff Vogel
It sounds like a radical change to me,don't know if people will like it...jeff vogel finally brought his games to 1990s from the purgatory of 1980s he was in for 30 yearsWe are switching to a new game engine (SDL)
- Jeff Vogel
game engine
Queen's Wish August 2017 Update!
Here is the first monthly update for Queen’s Wish development! We’ve been hard at work on the new game, and it is moving along.
Spiderweb games are developed in three phases. First, we work on the game engine and system. This takes 3-5 months, depending on how much of the game is new. In Queen’s Wish, almost everything is new.
Then we write the game world, which is about six months. Then 2-3 months of porting to Windows and testing. Then we ship! (And then move on to the ports to mobile.)
What We Did Last Month
We are still grinding our way through the first phase: the main engine.
On the technical side, we spent a while porting our code to a new, powerful game engine called SDL. In this case, the engine is the layer between my game and the computer itself. The game engine we used before was way out of date. This engine is completely current and should support lots of cool stuff, like 64-bit Windows and mouse wheel input.
Then we worked on making the game playable. This involves a million things. Training window. Inventory window. Fully fleshed out combat code. We are trying to get a basically playable game, so that I can see how much of the stuff I’ve been assembling in my brain for the last two years actually works.
Finally, I scripted the statistics for all of the creatures, abilities, and items. This is tons of painstaking work and takes forever, but the game is now full of critters to fight and treasures to look for.
Rewards
We have sent out messages to the design assistants, and we’re getting some great stuff back from them. There are some terrific ideas in there, and I’m really excited.
If you got a signed, singed Certificate of Absolution, watch out for the survey asking for your name, address, and other info. We’ll be sending it out soon.
What Is Next
The game isn’t fully playable in a near-final sense yet, but it’s getting there. By the time the next update is out, we should be able to have full combats, and a lot of the world system stuff (like dressing up your fort, mining resources, and wandering the outdoors) should be in.
It’s a good start, but we have a long way to go. It can be demoralizing when I sit down in the morning and look at the To Do list. Then I pick the quickest job to do, do that, and move on to the next job. We’ll get there eventually.
And that’s where we’re at. See you next month!
- Jeff Vogel
Jesus christ, the senile meme is looking more and more real.
This engine should support lots of cool stuff, like mouse wheel input.
i thought redbeard was a,self insert forrealMan oh man. Is it 2019? Spiderweb never disappoints.
I probably could've done without watching the Kickstarter video, though . Hearing him actually speak crushed my image of him sounding like what Redbeard would sound like (gruff and intimidating)
I want to know if he'll ever implement some sort of broad modding or otherwise license the general game system that he's created and support other devs. I like spiderweb game mechanics so it would be nice to see what other people can do with the general system he's created.
I want to know if he'll ever implement some sort of broad modding or otherwise license the general game system that he's created and support other devs. I like spiderweb game mechanics so it would be nice to see what other people can do with the general system he's created.
He didn't seem happy with the way his Blades spinoffs went, largely because the "work" he does on making new games is just equivelant to making a mod, so providing the ability for end-users to do that for free cannibalizes his customer base. I guess what I'm saying is: not likely.
nuCodex: "Vogel needs to use a new engine."
nuCodex: "I hate how everyone is using Unity, people should write their own engines."
Vogel: "I'm going to be using a new engine, and instead of Unity I'm going to be writing it myself."
nuCodex: "Hah! Senile old fool."
nuCodex: "Vogel needs to use a new engine."
nuCodex: "I hate how everyone is using Unity, people should write their own engines."
Vogel: "I'm going to be using a new engine, and instead of Unity I'm going to be writing it myself."
nuCodex: "Hah! Senile old fool."
Jesus christ, the senile meme is looking more and more real.
Queen's Wish September 2018 Update!
Here is the second monthly update for Queen’s Wish development! It’s been a productive month, and the game is taking shape more and more.
As the game takes shape, one thing is becoming clear: This game will be unique. It is not your standard RPG fare. Far from it. Will you love it? I hope so. But I really think it will be something that feels different.
Right now, work on the game is split into thirds: Engine, Data, and Content.
Data
We have finished scripting all most of the data for the creatures, items, and abilities. This is a huge chunk of work, since it also involves graphics effects and lots of engine changes. Sound effects won’t go in for a while. Some abilities will also be added for the benefit of backers who purchased the Design an Item reward.
Content
We are working on the first two towns in the game. These are the spine of the game. The dialogue here is the framework for the entire storyline. The quests here form a large portion of your activities. This is also where the tutorial is. We want Queen’s Wish to be more tightly written and less wordy than our earlier games, but still, many thousands of words need to be produced.
We’ve gotten a great start on this, but it will be another week or two to produce all the quality dialogue requires.
By doing things like adding shopkeepers and artisans to towns, we are able to continue work on the …
Engine
To get Queen’s Wish ready for the Kickstarter, we came up with rough, basic versions of all of the game features (abilities, buying buildings, etc). Now we have to go back and actually finish them. The building system is now complete and ready to go. So is combat, spell casting, training, the quick use buttons, all of that stuff.
In the Next Month
We will put another week into the starting dialogue, town, and shopkeepers. Once we have shopkeepers, we can code shopping and crafting. We are also putting in new fonts and graphics and updating all of the interface we passed by before. By the end of this month, the bulk of the engine should be ready and waiting for the longest phase: Main content development.
Reward Update
We’ve sent out two emails to people who are able to contribute design to the game. Be sure to look for them. Now is the time to start thinking about what you might want to add.
We are working on the Certificates of Absolution. and we hope to send them out in the next couple of months.
And that’s where we’re at. See you next month!
- Jeff Vogel
PS We're still a ways from final screenshots, but here are a few portraits to whet your appetite. Ben Resnick is doing a great job for us, as always.
Sage Harlan, a reliable source of information.
Your loyal butler, Stonehouse.
Chief Miranda, your guide and advisor.
I hope the guy in the middle is gay?https://www.kickstarter.com/projects/619141553/queens-wish-the-conqueror/posts/2263328
Sage Harlan, a reliable source of information.
Your loyal butler, Stonehouse.
Chief Miranda, your guide and advisor.