Kandria
Oops, Monday.
I gotta be honest, I remembered to write an entry every day of the week, except for Sunday, when I was actually supposed to be writing it. Oh well, at least I remembered right when I got up this morning. I hope that's good enough.
In any case, I've been working on Trial, the game engine Kandria uses, quite a bit last week. I'm in the process of ripping out and replacing a lot of its parts. It's a time intensive process of analysing, designing, implementing, and evaluating. I've also been discussing most of the issues with the other Shirakumo team members, in the hope they'll be able to catch any dumb mistakes I might be making.
As mentioned, I'll probably write a more in-depth blog article about the features I've changed so far. I'd also like to do another 'study session' stream on Trial to do a bit of an introduction and Q&A about it for interested people.
For now though, I'm still not done with all of the changes. I'm almost there – just need to test and fix the last feature to work properly. After that it's gonna be fixup time, as I'll have to go through all the Kandria code and rewrite that to fit into the new systems. The changes have been mean and lean, so it'll take quite a bit of doing to get everything working again.
After that, I think I'll be able to go back to what I was working on before – fixing up path finding, enemy AI, and combat mechanics. That should lead to another demo, so that there's at least something new to try out for you, after such a long time of nothing.
Anyway, I'll go back to fixing my stupid code now. If you'd like to follow along, feel free to drop by the #shirakumo IRC channel on Freenode!