Project Update: The Future

Okay, I recognize that I haven’t been exactly the best about keeping up on things in the blog; most of this is because life is kind of hectic right now with stuff that is going on, and I’ve got a lot of other writing that I’ve been doing that gets in the way of my time. Fortunately, I defend my thesis/creative project on the 14th (the one I made XMICAE for), and that will open me up for a variety of fun and interesting endeavors. I’ve got a lot of other stuff that will make updating at my normal pace difficult for a while, but by mid-December I should be back to three weekly posts, and maybe four (I’m no longer a reviewer at DriveThruRPG, so reviews may not be a weekly thing). Continue reading “Project Update: The Future”

Back From the Dead

I’ve been really bad about updating this blog, so here’s a brief overview of things that I’ve had going on:

I’ve been working on a number of tiny side projects, none of which have ever really been taken to fruition; d20m was a hybrid modular d20 system that I need to polish up a bit and then release the core elements of, and The Gods Left Them, which is a post-apocalyptic science-fiction game that needs a setting rewrite. I was also doing a weekly video game stream, but lack of time really began to interfere with that and I stopped doing it.

The main thing I have to show for the time since I last wrote is my honors project, which has continued along more or less as planned, though a little more slowly than I would have liked because of class. I’m still using XMICAE, with all the slowness that comes with that, but I’ve made a couple of improvements to the code and stability. I plan to release XMICAE 0.1.1 eventually, though I don’t feel comfortable with releasing all my content to the public until after I defend my thesis (just to make sure that people know it’s mine). If you’re interested in seeing its current state, though, you can check out xmicae.homoeoteleuton.com.

Finally, over this weekend I made a mockup of a game, tentatively titled “The Inky Depths”. It’s a steampunk tactical game with roleplaying elements, plus giant mech suits and a needlessly complex system. I’m including its 72-hour build here, and I hope to eventually polish it and put it up on 1km1kt (as it stands it’s not really “finished”), but this is its “rough draft” if you will. The Inky Depths Rough Draft can be downloaded here. The main changes that will come in the upcoming days are to fix some things that came as a result of deadlines (I was going to do this as an early entry for 1km1kt’s 24-hour competition, but it dragged out to about 72 hours of time and 16 man-hours of work (which should be a testament to just how messy my weekend was),

Project Update: XMICAE 0.1.0

XMICAE 0.1.0 has undergone some testing and finishing, and I have to say that I’m happy with where it has come. The roll system should work fine, so a lot of what remains is going through and putting in some end of life support for the platform and whatnot. This means documentation writing, which shouldn’t be too horrifying, as well as cleaning up my production folder. I’ll leave all my test files in there so that people can mess around with them if anyone wanted to extend/learn from XMICAE. Continue reading “Project Update: XMICAE 0.1.0”

Project Update: Approaching a Test Release

I’ve got only a handful of things remaining to finish before XMICAE is ready for a test release. Some of these might not even make it in to the first testing, depending on how ready I am when June 7th rolls around. I’d hoped to make the June 7th release be a public test, but it’ll probably be 0.0.0 in my version system and include a without-warranty source release under Apache 2.0. I should be able to start a private test this weekend, and release 1.0.0 as well as open it up for public testing some time the week afterward. Here’s the stuff I have left to do:

  • Some UI sidebar stuff
  • Removing old test files
  • Adding in rolls
  • Finish switching over to prepared statements.

Continue reading “Project Update: Approaching a Test Release”

Project Update: What I’ve Been Up To

I haven’t been particularly productive recently, in part because I’ve been traveling, which has both the added busy factor of spending a lot of time in transit and away from my computer but also the fact that I am now in California, where more stuff that I am allergic to grows. Fortunately, I am surviving, but I’ve been somewhat unproductive.

Continue reading “Project Update: What I’ve Been Up To”

Project Update: Getting it Done

I’ve been almost crushed by the sheer volume of school work I’ve had to do in the past few days, coupled with a couple additional other minor things for school it’s really added up. Fortunately, I’ve still been able to work a little on my project, though mostly not on the XMICYOA side. Continue reading “Project Update: Getting it Done”

Project Update: Still Alive

I wasn’t able to do anything with this blog all last week because I was so busy; between school and a little bit of normal-ish-but-kinda-rare family events that I’m not going to go into a lot of detail here, I didn’t have as much free time to work on things as I would have desired. Fortunately, I still made a little progress.

Continue reading “Project Update: Still Alive”

Project Update: It Lives!

XMICYOA now has a system in place to determine if an action has tokens, states, or stokens associated with it and can appropriately set those tokens and states. Right now there’s nothing in place to unset tokens, though this should be pretty simple to implement (literally copying and pasting the current code and changing the words where needed) and will be done pretty soon. Continue reading “Project Update: It Lives!”

Project Update: XMICYOA Progress

I actually find myself in an awkward position because I’ve forgotten some of the progress I made on XMICYOA last week, and rather than going back to dig through to find it I’ll just touch on the highlights. Most importantly, the first requirements for objects are in, which represents a key point in the XMI parser. We also now have token, state, and “stoken” (easily wiped tokens) databases to complement all the other features. Continue reading “Project Update: XMICYOA Progress”

Project Update: XMICYOA Progress and Blog Patchiness

I’ve gotten a lot of work done on XMICYOA, but I’ve also missed a couple blog posts in the past couple weeks. Long story short, I’m planning on downshifting the blog a little; I may drop either a Monday, Thursday, or Friday post on any given week, and I may or may not make them up at my leisure. Continue reading “Project Update: XMICYOA Progress and Blog Patchiness”