
I’ll just let this picture and the Project Future page speak for itself. 🙂
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I’ll just let this picture and the Project Future page speak for itself. 🙂
Just a quick update to let you know what’s happening with Project Future.
The programming is done, the graphics are done and the presentation is also the way I want it to be. This weekend was spent making sure the map is working correctly and that the player can’t get stuck in the scenery anywhere. That took ages, but I’d decided not to do it until all the final pieces of graphics was in.
Yeah, yeah…always leaving important things until the last moment. 😉
The only thing I can think of now, is swapping some of the soundeffects with some better-sounding ones, and record a few phrases of speech for the the game…and writing a ‘readme’. That should be all (as I keep saying) 😀
…It should be out sometime later this week.
Funny thing really – I’m usually just running the game in windowed mode, but the last couple of weeks I’ve been running it in fullscreen mode more and more, and it seems…faster. It shouldn’t – the framerate is locked to 60fps, but for some strange reason it seems faster in fullscreen mode. Hmm, so this is not just an arcade-adventure…this is an arcade-adventure – with emphasis on arcade. It’s fast – really fast.
Good luck – you’ll need it. 🙂
Okay, it’s been a while since I’ve updated this page and I think it’s time to do so again.
I’ve finally come the the realization that my friend, who was supposed to do the remaining graphics for Project Future for me, will never return to the project, so I’ve done it myself. All that’s needed now is to clean up the sourcecode and test the game to make sure that it can be completed and no big bugs are present. Ohh, and I can’t remember if I’ve put in a gamepad option, but if I haven’t, then I’ll have to do that as well…but it’s a small thing.
I’m expecting a release of this in a week or so (perhaps two, but no longer).
…things just take a little longer thee days as I’ve been a bit distracted lately – I finally bought that Xbox360 about 10 days ago, so I’ve been using that a lot to play Burnout Paradise. So far I’ve completed 43% of it.
Yay. 🙂
The answer to this (and many other problems) is “Beer“!
Yes, the very thing that makes the games into what they are, is the very thing that makes them better (read:tolerable) during play. Over the last couple of weeks I’ve been programming slowly, but surely, on X-Quest 2, and I am (as usual) doing it past midnight, listening to loud music and drinking beers – long past my bedtime. The most important bits I’m programming right now is the visuals and the AI. Gameplay and tuning comes last. I’ve just put in the AI for a couple of the enemies and the moment it worked I couldn’t help but sit and laugh at it. “Why don’t I just make the movement ramdom?” I thought – “I looks like they’re moving ramdomly“. Actually it’s a bit more complicated than that, but with all the factors that are calculated, it does look a bit random….but there is an idea behind it (although randomnes is also a factor to avoid making it too predictable.)
For those of you that are keeping score I can tell you that this remake of X-Quest 2 will contain the same amount of powerups and enemies than the original game – 15 enemies and 9 different powerups and it’s looking good so far – no pictures though..that hasn’t changed much.
Completely unrelated to remakes I’d like to mention some other distractions that”ll affect my time (and wallet) this year. Two, possibly 3 vacations are planned for 2008.
…ohh, and I’ll probably buy an Xbox360 in a week or so – Burnout Revenge just came out and I need my yearly racing fix.
😀





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