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Project: U-32
Project Started: 4th October, 2008 Last Update: 29th October, 2009
Project Owner: aphant Project Members:
Project Type: Untitled Project Progress:

Project Overview  
New project started on 20 July, 2009.

Devlogs will be used to track milestones. Watch this space for feature revisions.

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Minor update
Posted 29th Oct 09, by aphant Post A Comment
I've done some quick math, and just the "geometry" of an average level is 563 KB. I've already gone back on my previous decision of file management. Before, I decided that I would rather have one "master" file contain all levels instead of having one file per level. Now, I am back to having one file per level instead of having one master file.

Limitations!

I may yet go back and change the way I store the "geometry." Compression is going to be key.
New dev tool in the works!
Posted 25th Oct 09, by aphant Post A Comment
I've been working on a new dev tool today. It's almost done, just needing five more buttons to work, as well as one string to display what it's supposed to. And, as I am feeling giddy at how quickly this new tool works, I shall say what it does...

Music!

Basically, I built a media player, complete with a library. The library sort of doubles as a playlist, but it's not a true playlist; there is no automatic switching between songs (because I don't need that and it would be a waste of my time to add it). Now, on TOP of building a media player, I also gave it awesome tagging abilities! These tags will be used to create a really great soundtrack for the core project.

It does do more than this, but that's for me to know. Unless I decide to release this tool later for the potential modding community.
Lua
Posted 26th Sep 09, by aphant 2 Comments
for i=1,8 do

for j=1,4 do
print("World "..i.."-"..j)
end
end


Dusted off this project again. Using Lua, I used the basic structure of the code above to generate all the level data needed for the project. Final, bare-bones file size was 16KB. Deconstructing the level data is going to be much more simple than I thought.

The overall design of the level data will allow anyone to easily create their own levels and share them. The only difference between the data used by the final build and user data will be where the files are stored.

Furthermore, the methods used to pull all the data together for my external tools are very likely to be used to create a file browser all for of the end-user's custom content.
Day 23 (12-8-09)
Posted 12th Aug 09, by aphant Post A Comment
Progress has been erratic these past few weeks. Work on the main project has halted while progress on related tools has slowly staggered forward.

Significant progress was made today. In just two hours, I wrote a very simple method of storing level data. The code worked, the data structure worked, the only thing needing work was implementing it into the main project.

Shortly afterward, the entire method was scrapped in favor of a better storage method. The first iteration required multiple files per level and modifying the data with the related tools would have been very tedious. That would not do. Over the course of 5 hours, I wrote a new method of data storage.

This new method promises to allow for easy read/write capabilities by the related tools. It also has the added benefit of loading every level at once, with little penalty to performance. Every bit of level data for every level will be available in a single file. Final implementation of this second method could easily allow for usermade mods.

In other news, I've discovered a number of ways of doing things that I didn't know before. Particularly, if I code things right, then I should be able to reduce the overhead needed for enemy units while also allowing for more enemy units to be used. Further testing will be required to verify how much I can save by these radical new ideas.

Hopefully, the things I learned from these experiments should allow me to create drag'n'drop objects, which would prove to be a boon to usermods.

Meanwhile, I am 22 days behind schedule.

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