Times, trials, and turbulence.
Back on the horse!
Project Skirmish Rekindled
There’s quite a bit to talk about, too much for this one journal entry, so I’ll be sure to keep it short.
After all of that talking last night about getting back onto Skirmish development, I finally put in a good evening development session tonight, for the first time in a month. According to my auto-log files, the last development session I had was way way back on September 23rd. Far too long! 🙂
Tonight’s development saw the addition of the player animation system — which are linked directly to whatever Prop is currently being handled (eg. throwing a grenade, carrying a box, preparing to toss a rock) — as well as a big clean-up of the logging system and a dozen other little refactored items all around the codebase. Not a decisive night, but it certainly puts me yet another step forward towards the end goal.
At least I can throw my guns around with the proper animation now. 😛
(Above: Prop-throwing in action! Also spruced up the procedural maps a little.)
Now that a little grunt work was put in, the work to follow should end up offering leaps-and-bounds in terms of visual and functional progress. To be less cryptic, I’m referring to implementing weapons and the particle/effect engine. About time!
More news as it develops! </pun>