I’ve got all of the new ship bases assembled now, I just need to make it so that when you have no ship started, your only choices are the bases. It’s also pretty likely that I’ll want to make sure that if a piece is a base, you can’t attach it. At least for now.
Continue Reading →No new releases today. I did that twice already.
Continue Reading →So I’m writing this on the 29th. I was all prepared to post last night, but when I went to do it, my Internet was not behaving very well. I couldn’t get the site loaded. So I gave up.
Continue Reading →9:36: It feels good to be back into making my game again. The rest over the last few days, and not always having to worry about constantly going, was very nice, but I’ve missed the game development.
Continue Reading →Sorry for the complete lack of updates over the last week or two.
Continue Reading →Where do the days go? Honestly?
Continue Reading →It was another long day at work, so I don’t have a whole ton to show for tonight. But I think I finally fixed a bug that has made it so that some of you international followers have been unable to play the game for at least a month now.
Continue Reading →I finally finished the automated build stuff that I started on a while ago. One thing that is different is that the deployment is a ClickOnce application, instead of a .ccgame file. This means you no longer need XNA installed, and you don’t need Visual Studio. Anyone and everyone could download the game. All necessary prerequisites should be pulled down on their own.
Continue Reading →I skipped a day (yesterday) somehow, but I don’t think I’m going to go back and fill it in. That’s mostly because what I was working on yesterday and today is the same thing. So today’s update covers two days’ worth of work.
Continue Reading →I’m writing this at the end of a long day of programming. I feel like I did a lot today, but when I look at the game, it doesn’t seem like all that much changed. I essentially completely revamped the way weapons work. They now function with a time-to-live, whereas before, they disappeared when they reached a certain target. The new way really opens up a lot more possibilities, and will just flat out work better in terms of collisions/intersections.
Continue Reading →Here I am again, at the end of a sprint. I wanted to put out a quick update, along with a new end-of-sprint build for you guys.
Continue Reading →Your game requires a human heart. Your heart.
Continue Reading →This is being written on the 6th of April. I didn’t work on my game at all yesterday. Fridays are usually pretty tough. As I’ve mentioned, many Fridays, I’m driving two hours, half way across the state. By the time work is over, and by the time the drive is over, I’m often pretty tired. This was one of those days where I didn’t have much time or energy, and so nothing happened.
Continue Reading →I sat around this evening, knowing that I only had about a half hour to work on my game. I wanted to find something that I could complete in a short amount of time, and struggled for a couple of minutes to do so.
Continue Reading →It looks like I got the wrong date yesterday. It was a little after midnight when I posted, and when I went to check that date, I thought it was the 3rd. (It technically was, but Day 59 was 2 April, not 3 April.)
Continue Reading →First thing’s first. A quick explanation of what happened over the last few days. Basically, I wasn’t posting because I’m a human, and life happens.
Continue Reading →I wanted to put up some information here about where I’ve been the last few days, but it will have to wait. It’s already incredibly late. (Nothing really earth-shattering. Just normal stuff, really.)
Continue Reading →