Wednesday, November 25, 2009

So Close!

Agh! Fu'm.. *gurgles* ...chit!

*Wipes away dribble from chin.*

Building can be sooooo frustrating! I am so close to having the Beta ready, but have been plagued with problems, mostly to do with PC behaviour, and by PC I mean machine and not player. As some of you will know my Desktop died a while back, but I was fortunate enough to be in a position to rescue my work and continue on a laptop that had been bought about a month prior to the desktop dieing. Now my laptop is on it's last legs. I guess it hasn't coped well with the heavy duty use I've been putting it through. First it started refusing to shut down, now it even struggles to start up. Sometimes it just keeps blinking through start up, and it was only through blind panic combined with trial and error that I discovered holding down control, alt, and delete for some bizarre reason breaks the cycle and lets it start properly.

Fortunately buying a replacement desktop was always on the cards, and the laptop failing helped give a gentle nudge to the wife that now was the time to buy, and today my new machine arrived, complete with Windows 7. For a dreadful moment I thought the new Windows was making the toolset behave very strangely, but having gone away to calm myself down, I convinced myself that the new work I'd done today may have been the problem, and that I should just go back to the older save on the laptop and try again. I'm pleased to report that it looks like my suspicions might have been correct, in that it wasn't Windows 7 giving me aggro, but rather my scripting. I'd been working on a scene where I wanted everyone to start of neutral so I could get some dialogue in, then have some of those present turn nasty, but for some reason I couldn't get the people I wanted to attack, and then all manner of default scripts started throwing errors at me. Having had a hunch that some of my include files were clashing in some way, I decided to tackle the issue from a different angle which involved some careful manipulation of factions to get the outcome I wanted.

Patience people. I'm nearly there. There's a few days I won't be able to work on it, but I'm confident I'll be in a position to give it a run through very soon. I just need to check the difficulty in some places, as I've now implemented game over occuring if the henchman dies. It kind of makes sense with the story, and makes the module a little more challenging. There's also a means of the henchman avoiding an immediatte death in the same manner that the player can re-spawn, so it's not all doom and gloom.

Right... dunno about you lot, but I need my bed!

2 comments:

Lance Botelle (Bard of Althéa) said...

Ah factions! Don't we just love working with them. ;)

Factions are one of my worst nightmares, next to cutscenes, and area design and conversations and scripting and .... remind me, why do we do this? ;)

Hopefully the amount of checking you have put into this will mean the beta will go well ... but be prepared all the same. :)

Lance.

Unknown said...

Love to play it over Christmas break.. can't wait to check it out.