grue@box:~$ whoami
grue
grue@box:~$ sudo whoami
root
Adding some features to harvest soul (mainly, the pickaxe slot.)
Fixed some bugs.
Next up is making the main inventory more dynamically generated (at present all of the starting inventory is actually in the html itself.)
https://github.com/mcgrue/Harvest-Soul to check out the goods.
Today’s gruedorf entry comes in the form of two hours where Jeff Lindsay and I codecasted the beginnings of a webhook system on top of dropbox.
You can watch this!
Hopefully I’ll have some awesome screenshots of Harvest Soul for #screenshotsaturday, too. Also Kildorf will be on my couch this weekend, so there’s that!
This week on gruedorf, I worked a bit on an oooold 3d trpg project with Andy. Largely the work this week involve ripping temp sprites, getting stats in place, and making some skills.
The harvest soul demo has some basic verbs implemented. I expect the full experience demo of “golem creation quest” to be implemented this weekend…
So, I’m working on a vertical demo: a semi-polished section of a game to see if it is, in fact, any fun.
This game needs a bit of art. And Sophia sadly is being hammered at her workplace, so she wasn’t as available as she hoped.
This left me to do the prototype art.
It’s been a while since I manually arted.
Here is my artings:
…oh, how the mighty have fallen. ;(
I’ve been toying with a gameplay prototype for a simple UI-only game.
You can play with the prototype here: https://github.com/mcgrue/Harvest-Soul
Sadly, I am having issues finding the fun. ;(
This week’s update is not sexy game development, but website maintenance. I fixed problems on vrpg concerning inefficient database queries (a specific query was getting hammered too much and was better replaced with a non-db code-defined data structure), updated the files page (static content) to point to the current verge executables, and started debugging problems with the image uploader (still in progress.)
More menu work. Will post screenshots after SXSW. Zzz.
