Frankly, the game has been an utter pain in the ass for the last week. I was encouraged to make a little video, showing how it works thus far, but when I went to do it, I found that client players no longer spawn their characters when they load into a level. I think I’ve narrowed it down to the same sort of problem that causes their preferred characters not to be acknowledged, but I still don’t know how to to fix that problem. So harrumph.
So I’m gonna indulge in a bit of fantasizing about the glorious future where this is not the problem I’m dealing with.
One thing I’m really looking forward to is referencing things. But not the same old shit everyone else references.
It took me most of the week, but I got loud combat AI’s to shoot guns at you and for it to hurt when they do. I’ll need to make some adjustments to their behavior trees – give them more refined decision making – and make sure that all this stuff is replicating, but the main thing is you now have things to shoot and they shoot back.
I basically had to reverse engineer the tutorial I followed to make the AI take damage from your guns. Even though the tutorial I followed to get that also had one for enemy AI that should have explained exactly what I wanted. Two, in fact.
Like a lot of these tutorials, it’s written by a guy for whom English ain’t a first language. More than that, though, the structure is just difficult to adapt to other uses. This particular tutorial is very specific to the game he is making. I’ve managed to cobble enough useful bits and pieces out of it to get to where I am, but man. The book he’s writing is gonna be a hard sell.
There’s good news and bad news.
Bad news is that remember how I said I had backups of the website before it fucked itself and I deleted fucking everything, well I don’t. Thought I did but I dint. Once I realized this, I set to work trying to salvage copies of the narrative, since I think that’s the most valuable thing out of all that old stuff. I was able to dredge up copies of “Jumping Ship” and “Nitriles” off the Wayback Machine, but “Transitional Period” wasn’t wayback enough, I guess.
The good news is that it gives me a chance to rewrite them better. With more characterization and a more detailed plot. Because looking back on those first stories, they are admittedly a little thin on characterization. I also thought of a much tidier and more elegant way to tie the narrative into the demo release that I’d like to do once I’ve got a decent enough demo built for you. I’ve actually been putting this page together since the last… well, it wasn’t a CrimeFest last year ’cause they besmirched the good name too hard to use it anymore apparently but, you know, since October-ish. I don’t wanna give too much away, but I’ve been stockpiling a bunch of little extra-curriculars to make a proper update of it.
As far as the game itself goes, I’ve been working on getting the weapon fire to replicate, the “loud” enemy AI, and putting together a nice demo map for you so you can get a basic estimation of what it’s gonna be like. If you want to see specifically what I have done, what I’m doing, and what I plan to do, I have linked the game’s dev map in the menu.
My goal for releasing this stuff is July, but like I said in the forums, I’m still only one person so know that Valve Time is highly likely to be in effect. I’d rather delay than release something half-assed.
As always, let’s keep our expectations managed.
The Take! Discord and The Take! Forum are now open!
I’ve been setting the forum back up for the last few days, installing the mods to get it modern and such. SimpleMachines forum software is highly customizable, but originally came out when the big contact points were AIM, YIM, MSN, and ICQ. You gotta put some work in to bring it up to the now. The Discord has been set up since Team Pank started playing GTA V again and migrated to it from Steam Chat since we had to have it be voice-activated but with sensitivity adjustments. Gamepad controls don’t have a voice chat button and can’t be edited.
Simon, watching me fight with various website components over the last two weeks, questioned whether it was worth building community features before, you know, the game itself was built. And maybe it did seem very cart-before-the-horse but the fact of the matter is you need to be facilitating community-building before you get anywhere near releasing a game these days. There are tons of games on Steam that would be great multiplayer experiences, if only they had multiple players to play them with. Multiplayer games with no community at launch are dead in the water.
So Discord is an obvious choice as far as community facilitation goes, but I also wanted a forum, which might seem like an antiquated option in this day and age.
In fact, I broke my entire website trying to improve the experience of it.
You may recall that I installed MediaWiki software a million years ago so that when the time came to look stuff up on The Take! Wiki, you wouldn’t have to deal with Wikia’s bullshit. All fine and well, but then I decided that I wanted you to also have the option of choosing between a predominately dark theme and a light one. I felt it was important for you to have that option in an area of the site that would involve so much reading.
But changing the colors on a wiki is not as simple as merely editing the CSS. MediaWikis use “skins”, which include a lot of other stuff in the mix and they are hard to build. While I don’t consider myself a web developer per se, I think I am a pretty talented script kiddie, but this shit was complex, yo. One of those thing where you correct all the references and it still doesn’t work.