A Darkening

This weekend has proven itself to be frustrating and difficult.  Trials and tribulations – I almost need them to remind me why I started making this game in the first place.  Sometimes life takes unexpected turns.. so unexpected that you wonder if you’re dreaming – and if reality is sitting back somewhere waiting for you to wake up.  Sometimes the dream, your current reality, is good.  Other times, it isn’t.  But our own reality, like dreams, can change as quickly as the weather.. and I think that’s what this game is going to be about.

Development progress has been slow, however I have reached a small milestone in that I can finally load XML level files back into the editor for the most part.  This is a crucial piece of development, so that I can lay ideas down in the form of levels and revisit them later.  Even with the help of tinyxml2, this is proving to be more complicated than I initially thought.  I’m more used to working with binary or JSON file file formats instead, but I’m taking advantage of this opportunity to learn XML.

There is still much to be done, including the ability to edit the background and foreground layers.  I’m intentionally leaving the default background color hardcoded to an ugly color, to force me to implement placing game objects on it sooner than later.

I also downloaded Pixelmator (sorry gimp) for the bamboo stylus and retina support so that I can start making more mock assets for the game.  My artwork is still looking pretty ugly, but I’m hoping to improve over the next couple months.

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