I know that it is already past the original date of Tech Demo 3 release but please wait for me a little bit longer. I had busy time and not everything went the way I wanted... but this is not necessarily bad thing. I can say with confidence that the content finally taking form but more about this in next post that should be longer have more details and contain TD3 link ;) Till then have faith in me and if everything will go right it should be pretty cool release.
Tuesday, 23 January 2018
Where is TD3 ...
Sunday, 24 December 2017
December 2017
December marking beginning of yet another development year for remake of the Little Big Adventure. This is for me personally pretty depressing moment but in the same time really impressive one. How the hell I survived so long working on this project ? I asking the same question for already eight years but I start to think that the answer really don't matter so much. Here and now I'm glad to announce that:
Little Big Adventure : The Remake
is already 8th year in production
is already 8th year in production
There won't be to much celebration here just some summary and vision for upcoming year. Right now I taking Christmas break to recharge batteries. But generally whole big changed that I do right now put whole project in some kind of quantum state where its working and not working at the same time.
So lets start with things that don't work. And this would be a lot of things: Undo in level editor. Something broke in player controls and now Twinsen moving funny, there is no shadows and grass sampling colour from terrain not work the way it should. If this wouldn't be enough we have missing brush for terrain edition, missing control over world properties, disabled picking of items in game, some issues with releasing memory when application closing and finally few asserts hitting here and there. I'm sure that I missed something (probably a lot of them) but I really don't want to bother checking what are this stuff.
But hey there are also some positive things: Game loading and I can run around. New way of generating terrain gives nice results and I already recovered part of its edition. There is also once again visible vegetation (grass) and I know that it may not look perfect but this is good start. The most important thing I left for end:
I still didn't gave up.
CoffeMonsters wish you for this Christmas and for New Year that no matter how old you are, you will find inside yourself this childish side that will make you follow your dreams and have fun from doing that. I believe that one day this dreams may come true.
We will be back next year with more development news.
Greg Wojciechowski
Sunday, 12 November 2017
CoffeMonster day 5
TD2 Release Date + 3 Weeks... Where to start ?
Like always I'm not sure how to start. Writing posts or any kind of longer texts was never my strongest skill. But hey I try my best ...
This week I spend some time playing Horizon New Dawn : The Frozen Wilds and I need to say I'm still charmed by whole series. The more I play it the more I'm asking myself if remake I working on will have similar effects on the other people. It would be great if after finishing it they would like more. Well we will see there is still long road to finishing up ...
When I thinking about finishing game I always have this sad feeling and memory of 8 years that I work on this game. It is never easy to think about something that is so far and so close in the same time.
Last three weeks were spend mostly on lets call it breaking stuff. Tech Demo 2 content no longer works, game is broken and tools are still in pieces after my recent changes. On top of that I had flu half of week which didn't helped with progress and assured me that I will need to aiming with TD3 somewhere around half of January. But I'm not even sure anymore if I will be possible to make all changes for this date.
I don't like to delays things I announced but this time even half of January won't be easy deadline. Remember how I mentioned in previous posts that I plan to do more unit tests? Now I have 380 of low level code tests and 14 of tools test (added this weekend). Sadly this covering really small part of code base and each time I touching some part of that don't have tests I just adding them. This slowing down stuff but in the same time allow to find so many issues that were missed when code was originally written.
In the end there is no point to think about all this doubts and negative things. This won't help me make better game but stuff I working on will and I'm getting really excited just thinking about all this opening new possibilities.
The older I get and more time I spend on whole project I should probably get more and more skeptic but it is other way around. I'm now in this sweet spot where I finally have strong base of code and can play around with all this awesome toys I have. This make me excited.
The best example of this are the changes that I doing right now. They are not easiest one. They are sometimes boring like hell (I need to redo some tools). But in the end I don't regret even for moment that I decided to do them because I already see with my imagination what cool stuff I will be able to achieve with it.
In the end to show that I didn't forgot about game: Preview of female spheros sculpture (Still early version).
Greg
Sunday, 29 October 2017
TD2 - postmortem
We are week from Tech Demo 2 release and I need to say that receive of it was great. Project page on indieDB had 5.8 thousand views and 68 downloads of TD2 (where previous one have 106 so far). Youtube around 694 views and 19 comments (I don't counting my replies). Facebook Release post was seen by around 650 people.
Sadly I know that a lot of this people are just visitors that will only check what whole release is about. They won't stick around and I don't mind that because in between them there are people that care about project and for me this are people that I care about. This familiar faces I see often when I posting new stuff they are for me biggest reason I still didn't give up on development.
Now after resting and resuming work it is time to calmly look into whole TD2 release process and form some conclusions so next release was even better. This time sadly there is no problem with pointing out what was the biggest issue:
Physics
Working alone on the project have issue that you never can do all the stuff in the same time. So far physics in my engine was mostly meaning collisions. Then I switched to RigidBody controlled characters and stuff get a little bit complicated but well there was still just mostly running and jumping.
TD2 brought new changes climbing, physical objects and kind of real life test of whole system. Sadly its failed this tests. I knew form begin that this release will suffer from some kind of physics issues. In the end turned out to be worse than I thought.
Just memory of how much issues I had with whole physics setup make me feel down. Tools that I designed to work with physics turned out to be useless piece of sh.. and any attempt to slightly improve it for release proved me this more and more. Another problem were my skills with each issue I knew more and more how little I know about bullet (physics library).
Just memory of how much issues I had with whole physics setup make me feel down. Tools that I designed to work with physics turned out to be useless piece of sh.. and any attempt to slightly improve it for release proved me this more and more. Another problem were my skills with each issue I knew more and more how little I know about bullet (physics library).
Reason behind this whole situation is my lack of knowledge about physics algorithms and missing physics debugging tools. This will be one of few big topics that I would like to improve.
Like is light word I would say I MUST improve. But I think I know how so this is good. My plan include creating system of physics material which specify properties of objects, better visualization of physics and adding more tools to troubleshoot issues.
Tools
Tool chain proved to be really useful tool to quickly achieve nice results. Sadly in some areas they were let call it nicely: "untested". Stability problems were accompany me whole the time but I wasn't surprised too much.
When I work on new features I very often don't testing all features of editor just to save time. This behavior is kind of ok for development but then you need to use tools to do some real stuff and it backstabbing you all the time then. Features don't working, crashing editor, behave unpredictable because some parameters changed.
I thought about solution to this issue and I want to do some tools run-time tests to check if tools still working. Sadly I still don't have idea how to do it so I wouldn't need to spends a lot of time to manage it.
When I work on new features I very often don't testing all features of editor just to save time. This behavior is kind of ok for development but then you need to use tools to do some real stuff and it backstabbing you all the time then. Features don't working, crashing editor, behave unpredictable because some parameters changed.
I thought about solution to this issue and I want to do some tools run-time tests to check if tools still working. Sadly I still don't have idea how to do it so I wouldn't need to spends a lot of time to manage it.
Resource pipeline
Resource system with exception of few glitches worked out fine. Sadly untested on stand alone system made me small surprise right before release and refused to work.
Mix between old and new resources turned out to be pretty toxic. I think that I have it now under control but I'm not full satisfied with fix.
Rendering system
Render system is another topics that I'm not fully satisfied with. This time problem is in my knowledge about PBR (Physics Base Rendering) algorithms. I struggle to achieve what I wanted and even if it looks not bad it have glitches which make me furious.
Summary
TD2 release leaving me with mixed feelings. I'm really proud that I managed to release whole build on time with all this features and pretty good stability. In the same time I regret that there is so much physics issues, some missing pieces that I would love to have and problems that I could probably avoid.
What left now is use this whole experience that I gain from it, tackle issues that I wrote about and prepare to ship TD3 :D Work on it already started.
Greg
Saturday, 21 October 2017
Tech Demo 2 (With download link)
When I starting write this post it is 22 October 2017 5.30 AM in morning I'm tired but excited in the same time. After this long waiting I can finally present you "Tech demo 2" and I need to say that its bigger and more complicated than I thought it will be. Because of that and few other things this build is really special for me and would love if it would became the same for you.
That is why this time there will be no long presentation what is done, there won't be long video or even my voice there. I'm simple giving in your hands piece of software on which I spends hundreds of hours and small teaser. This time with original music from Phil Vochey (I want to believe that I won't have problems because of that :D ). And here my job ending now you can have fun with it, record your own videos, share it with others and like always comments. I'm really curious what do you think about this another step to create real remake.
I'm sadly aware of some problems that can be seen in build. But standing in decision of postponing release or share build in current state I decided it will be wiser to release it in this form and deal with issues in next release. This way I won't be tempted to move build and you will see how project changed.
From technical point of view I sadly cannot say that this was smoothest release ever. Because of big amount of new stuff that I pushed into this build I had tons of problem. But this was expected and gave me a lot of knowledge of weaknesses of tools and technology. On other hands some other parts worked extremely well and speed up whole publishing process.
Now I stand in front of hardest challenge. I need to write postmortem and decide how to fix all this issues. But this will be done somewhere in next 2 weeks... I need some rest.
That is why this time there will be no long presentation what is done, there won't be long video or even my voice there. I'm simple giving in your hands piece of software on which I spends hundreds of hours and small teaser. This time with original music from Phil Vochey (I want to believe that I won't have problems because of that :D ). And here my job ending now you can have fun with it, record your own videos, share it with others and like always comments. I'm really curious what do you think about this another step to create real remake.
I'm sadly aware of some problems that can be seen in build. But standing in decision of postponing release or share build in current state I decided it will be wiser to release it in this form and deal with issues in next release. This way I won't be tempted to move build and you will see how project changed.
From technical point of view I sadly cannot say that this was smoothest release ever. Because of big amount of new stuff that I pushed into this build I had tons of problem. But this was expected and gave me a lot of knowledge of weaknesses of tools and technology. On other hands some other parts worked extremely well and speed up whole publishing process.
Now I stand in front of hardest challenge. I need to write postmortem and decide how to fix all this issues. But this will be done somewhere in next 2 weeks... I need some rest.
Greg
Tuesday, 17 October 2017
CoffeMonster day 4
Another day, another evening, with each next tick of clock, less and less time left for work on Tech Demo 2 and there is so much to do... Last weekend - fighting with some physics bugs and adding additional unit tests which resulted in another bunch of code fixes... Yesterday evening - improvement to editor controls ... Today ...
At this moment I feel a little bit disappointed that I won't be able to push everything into TD2. Well as one person team I cannot help too much with this... I taking another slip of mead ... it is so good.
... hmm this is good question what I will be working Today. Input system ? Gui ? Maybe both. There are three closely related problems I would need to tackle:
![]() |
Improved axis selection visual feedback. |
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Grab with alignment |
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Improved rotation gizmo. |
... hmm this is good question what I will be working Today. Input system ? Gui ? Maybe both. There are three closely related problems I would need to tackle:
- Blocking of input propagation outside current state.
Test case: You are in inventory and when pressing escape to quit it you end in game menu.
Expected behaviour: You should press escape button twice so this happen
- Detecting which device is currently use.
Expected behaviour: When you use Gamepad it is active but then when you start using mouse&keyboard it switch as active. - Action buttons display in GUI
Test case: Use mouse or keyboard - icons should display different icon.
Expected behaviour: Icons should change depending on currently active device.
This time really short and I probably should apologies for that but I won't :D With TD2 coming I'm really busy and limited with time but still wanted to give you some update. You hanging around project even when it is not always easiest thing to do so you deserved it.
Greg
Straight from TD2 battlefield.
Sunday, 8 October 2017
CoffeMonster day 3 -TD2 release date
There was plenty of time I thought, no worries but here I standing in front of dilemma: announce release date for TD2 in week or two. This sounds like not a lot but I gaining extra weekend to do stuff... I will play safe. Next post will announce
TD2 will be release at 22 October 2017.
Even knowing that this is right thing to do I regret somewhere inside that I didn't wrap everything for 15 October. But now it's to late to think about this.
Now only thing that left is to polish what I have. First on my list is slightly annoying problem with small glitch when stepping on obstacles. I right away jumping into investigating what happening there. Issue look simple: disabling some collision when do step up animation not working exactly how I want time to experiment with different approaches. At first nothing come to my mind by then maybe I should try to scale character capsule? Hmm ..Worth trying.. 2 min later I have hacked my way in code to achieve this. Time to see how it will work .
Game starting on my screen... moment later I'm already testing stuff. Running around and trying to reproduce issue but something is still wrong. I need to check physics debug view.
Pressing button to open console and f... I forgot. Console no longer works :/ I broke it long time ago when I remove Lua from core of engine :/ then I broke it even more when I introduced new input system. I could hack debug view in code this would be really simple but console is really useful in testing different features. Second dilemma this day: hack my way or do it properly ? Ehh .. lets do it properly how long it could take to fix it?
Now that I look in past I knew answer from start and I'm not even surprised with answer.
Few hours later after:
- adding code that parse commands,
- unify it between different parsers,
- writing around 50 unit tests,
- fixing few bugs that shown in unit tests,
- going for dinner and shopping,
- cleaning up some of code,
- writing more unit tests,
- fixing few more bugs,
It's past midnight... I'm little bit tired but still happy with results. In the end I think it was worth it to put all this effort into this feature.
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