Developer Journals

Developer Journal: FryGuy

Posted 1 decade ago Programmer
I haven't posted in a while, but I have been doing a bunch of stuff behind the scenes. My work isn't super cool like the models and such so I can't really take a picture and show everyone. My work is usually even less visually related since I'm mostly working on the server side stuff with the entity set. That, and I've been busy with school since it started up. I just finished a project in my game programming class at college. It kind of frustrates me, though, because we use Java in that class.. for games. At least it uses OpenGL, so it's not too bad. The game we were required to do was "Worms" aka "Snakes" aka "Nibbles" (if you played the version in qbasic). I added a few bells and whistles to it, but for the most part it was pretty easy.

Anyways, you guys probably read this for Fortress Forever related stuff, instead of my personal life, so I'll try to mention some of that. After my last update, I started working on the entity set for the push map. This involved making sure both teams could pick up the flag, and only each team could capture in their respective points, which was fairly simple to do using the FF entity set. The tricky part was getting the teams to respawn when the flag was captured. However, this is added too.

More recently, I've been working on the hunted entity set. The basics have been done, so that when the hunted gets killed, points are added to the sniper team and frags are given to the player that killed them. This is an improvement over TFC already because that can't happen with their entity set. I just need to prod the trepids into putting an entity up in the escape area (or whatever you want to call it) and hook up the escaping entity stuff will be done too. If you've been paying attention to the mapping forums, you might have noticed I mentioned that it will be possible for even smarter maps to be formed where the teams spawn at a random places in the map each round based on a suggestion from the forums. This won't be the case in the map hunted of course, but a less linear map may use this to its advantage.

I guess I lied a little bit earlier about my work being all server side and not picture worthy. Well, I guess the not picture worthy is still accurate because it's boring to look at, but the announcements to players have been added. This means when you take the flag the map creator can send you naughty messages your mother wouldn't want you to see.. er wait I got off on a tangent there. It's also localized so that #FF_FLAG_CAPTURE get's turned into "You captured the flag of the other team" or whatever that happens to be. I could take a screenshot of this, but you can get the idea of it already.

Other than that, the only other stuff I've been doing is minor bug fixes, such as the water-jumping bug that was annoying the trepids so much when they were making the sewers in hunted and testing them in-game. Lots of these things aren't very interesting as you can probably figure, so that's the main reason I haven't really posted my dev journal recently. Sorry :(
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