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 April-June 1999 (oldest-to-newest) | I must be getting burned out from programming.  I 
haven't done anything on Decaying Orbit in quite some time.  
Kinda sad since the demo is close to being done. In the meantime I finally got all the golds in 
Wipeout 64.  I must have tried 
that Super Combo Challenge #5 a couple hundred times 
before getting lucky.  The Time Trial Challenges were a 
pain in the arse too.  Hmm, what's next?  I never did 
finish Goldeneye or the single 
player game in Bomberman 64.  
Then there's Body Harvest which
I haven't done much with. I also started and completed The 
Neverhood on Sunday.  Wonderful claymation, but the 
puzzles were a bit simplistic.  And there was too much 
backtracking/repetition.  Good thing I didn't buy it when 
it first came out. | 
 | Holy crud, it's been a while hasn't it?  Truthfully 
there's not much to report.  I was spending a lot of time 
replaying Silent Hill to get the 
Good+ ending.  With that out of the way I continued with 
Syphon Filter.  BTW, I still need 
to play Silent Hill a third time 
to see the UFO ending.  Hopefully it won't take me that 
long though since I've already done it twice. Anyway, I'm mustering up the will to finish off the 
Decaying Orbit demo so I can finally put it to rest.  Of 
course it will only be one fifth done according to what I 
have planned for it, but it's a good breaking point to start 
on something new. I can't promise when it'll be ready, but look for it in 
the coming weeks. | 
 | All I needed was to sit down and plunk around with the 
code for a few hours to get back into it.  And woo I'm 
back! I finished up the last two system pics and scanned them 
in.  I just need to color them and get them in the game.  I 
also created some cut-scenes to go with the opening text.  
They're just still renders, but better than nothing.  I'll 
need to create maybe one more to go with the ending text. I also did some minor tweaks to the game.  All that's left
are a few more sounds, *real* boss graphics, and some method 
for replaying levels after beating the boss (right now the 
game just ends).  Not too bad. | 
 | I colored the last two remaining systems and put them in 
the game.  I'm spending a lot of time getting the Decaying 
Orbit website going.  An adventurous person might even be 
able to find the prototype out there somewhere... | 
 | I had a first go at fixing the prices of the systems you 
will buy.  I'll play through the game a couple times to see 
how they work out.  I'm getting pretty excited about the 
upcoming release of the demo. | 
 | Okay, now when you beat the boss on the last level the 
screen fades to black.  Then it fades back in with a star 
background and some text scrolls by, further developing the 
story (in a similar manner to the opening sequence).  I 
still need to render a scene to go with the text, but that 
shouldn't take long. I just finished this up before turning off my computer 
last night so I still need to do testing and such on it.  
After that I'll work on some sounds.  Oh, and I realized I 
forgot a system pic so I'll draw that at some point. | 
 | I added some new sounds last night.  There's now a tone 
played when you activate all the beacons.  Missiles now make 
a sound.  And I changed it so the different turret types 
make different sounds when firing and exploding. | 
 | The game is on the cusp of a demo release.  I can smell
it.  Oh wait, I just forgot to put on deodorant. This weekend was absolutely awesome coding-wise.  
Here's the list: 
Created remaining sounds
Drew/scanned/colored last system pic
Drew system powerup pic
Made floating money/systems disappear after 15 seconds.  
I didn't want to do this, but some levels were seeing 
framerate drops with too many floating around.
Implemented a cheat menu.  There are a few cheats 
already and I'll add more as needed.
Lots of miscellaneous bug fixes/enhancements
 Here are the things left to do: 
Ensure shop backgrounds vary from shop to shop
Add something for when you get all the bonuses in all 
levels
Bug fixes as I encounter them
 All this week and next weekend I'll be playtesting it, 
tweaking the difficulty.  I need to balance the price of 
each system, define the time given to complete each level, 
and make each level have suitable difficulty. | 
 | I finished up the last two bullet items from below:  
making sure the shop graphics vary from shop-to-shop, and 
adding ending screens for when the player finishes the 
game. There are three endings total.  The first is when you 
play through it and beat the boss.  The second is when you 
get the "All Bonus" in every level (and then beat the 
boss).  After you accomplish that the Time Bonus for each 
level gets set at the "Insane" level.  The Insane time 
will be the fastsest I have been able to complete each 
level and get the All Bonus.  I've been playing this game 
for over a year, so if you can beat my times then you're 
truly a master.  I'll add a little slack so as to ensure 
that it's possible to do, although the slack will be less 
than one second. I also went ahead and added a credits screen.  Why 
not? With these out of the way the game is now feature 
complete according to my notes.  I still have a short list 
of bug fixes to do before releasing it, but it shouldn't 
take long. | 
 | I tried.  Really I did.  This thing is so close to being 
ready to go.  However, I sent it to a couple friends in the 
UK to test in PAL mode and they reported some problems.  
Hopefully I can sort them out, but since I can't replicate 
the problems on my end it makes things difficult (and I even 
bought a Jam! device so I could view PAL - the problems just 
don't happen for me). I do intend to release the demo before I leave for E3 on 
Wednesday.  So if I can't get it sorted by then I'll just 
post it and deal with it when I get back. | 
 | The bad news is that I encountered two rather large 
bugs last night while testing the game for release.  I 
sorted one of them out, but the other is still there.  So 
I won't be releasing the demo until sometime after I get 
back from E3 on Saturday. The good news is that the bug I fixed actually appeared 
to be the same bug the UK guys were seeing (see previous 
update on May 10th).  Strangely the bug has been there for 
quite some time - many months at least.  Odd that I haven't 
encountered it before.  Anyway, hopefully that squashes any 
PAL/NTSC conversion problems. Sorry for the delay folks!  I feel like the guys at 
bleem!
what with the broken release dates.  However, the longer I 
take to get the game right the better. | 
 | E3 was a blast as to be expected.  It didn't start out 
that great for me the first day, but Friday and Saturday 
were fun fun fun.  The probable reason for that is that I 
concentrated on the console section the first day and went 
to the PC side after that.  While the Dreamcast stuff 
looked impressive, the PSX and N64 just didn't do much for 
me graphics-wise. With that being said, here's my personal list of show 
highlights: 
Watching guys embarrass themselves by asking Lara Croft 
questions at the Eidos booth.  I felt bad for the model 
playing Lara.
Seeing a guy dressed in a big Q-bert suit and just 
about busting my gut laughing.  I took a picture and will 
have to post it when I get the roll developed.
Watching the Rayman cartoon 
done in complete CG.  This thing was just so cool.  In 
addition to the beautifully rendered cartoon itself, it 
had lots of humor.  Watch for it coming to Saturday 
mornings.
Putting a face to the name of another Yaroze member, 
Wayne Lee.  We ate lunch and chatted for a bit.
Seeing Dance Dance Revolution 
for the first time and watching several people's adequate 
attempts.  And then seeing a japanese girl get up there 
and totally kick ass!  Watching the game played by a 
master is like poetry in motion (to borrow a cliche).
Having a nice chat with Bryan from 
Maximum PC 
magazine during the shuttle ride home on Friday.
Battlezone 2 for the PC - One 
of the few OHMYGOD titles at the show.  I never played the 
first one, but I will definitely pick up the sequel.
Happiness at getting to play a near-arcade-perfect 
version of one of my favorite games 
Space Ace.  And then despair when 
seeing the half-second pauses that occur in between each 
move.  And then happiness again after the gentleman 
explained that one of the enhancements to the NUON version 
will be to get rid of said pauses.
Being taken by suprise at seeing a banner for 
Dragon's Lair 3D.  I hope they 
don't screw that one up.  Can you tell I'm a fan of the 
old laser disc games?
Getting a free Zelda: OOT 
strategy guide from the Primas booth by just happening to 
walk by during the 2-hour window when they were giving 
them away.  While I've already finished the game, my 
finacee is still working on it.
Seeing the PSX2 demos firsthand including the playable 
Gran Tourismo demo.
Obtaining no less than 16 distinct free magazines at 
the show.  It was great until I had to carry all the ones 
I didn't finish back home with me.  A dozen magazines in a 
duffle bag weigh approximately 10 tons.  Not good when I'm 
trying to run to catch a flight in 15 minutes.
The lack of recycling bins for said magazines.  What a 
serious shame that thousands of people will throw away all 
those mags after reading them.
Deciding to definitely buy 
FF8 after watching the movie 
shown on the huge screen.  And then deciding there's no 
way I'll buy it after going to the interactive kiosks and 
watching some guy fight the same boring battle for 10 
minutes.
Ecco the Dolphin for 
Dreamcast - This game singlehandedly cinched a DC purchase 
for me.
Being very impressed with Ready 2 
Rumble for Dreamcast initially, and then bored with 
it after seeing it for 3 days.
Watching people play Um Jammer 
Lammy on a giant 15-foot TV screen.  And 
subsequently getting one of the songs stuck in my head 
("Now put these kids to sleep will ya").
Initial impressions of Command & 
Conquer 2 leaving me unexcited.  Units still move 
in only 8 directions?  Come on guys, didn't you ever hear 
of a game called Total Annihilation?
Not trying to tow the company line, but 
Tempest 3000 for NUON floored 
me.  I'd seen earlier builds, but the one at the show 
was just sooo cool.  Maybe it was because it was played on 
the big screen.  Maybe it was the Prodigy used for 
background music.  Nothing else at the show looked quite 
like it.
Obtaining 46 new stickers with which to cover my PC 
case.  I took pictures and will post them when the roll 
gets developed.
Fear Factor at the Eidos 
booth was another OHMYGOD title.  The rendering is done 
comic book style so it has a very unique feel.  Also, the 
backgrounds are done with streaming FMV which blend 
really well with the onscreen characters.  This makes the
world so much more believable.  I can't wait for this one.
 Whew!  Since I got back from LA Saturday evening I did 
manage to work on the game a bit this weekend.  I think I 
have that last bug licked, but since it wasn't something I 
could reproduce consistently I won't know for certain. I added a new little graphical tweak.  When mines 
explode the screen shakes a bit.  It adds so much to the 
game and was so easy to do. I still have some more testing and play-balancing to 
do, but my most recent estimate for a release is this 
coming weekend. | 
 | One more bug found and fixed last night.  I just need a 
good couple hours with it to finish balancing things.  
Hopefully nothing else major will pop up. I forgot to mention that I've started compiling the game 
with optimization on.  That cleared up all the remaining 
slowdown problems I was seeing thank goodness.  Plus it 
compressed the size of the binary by about 35% which will 
speed up download times for everyone. | 
 | Saw Phantom Menace yesterday 
afternoon.  Screw the critics, this is an awesome movie.  
It's classic Star Wars.  And no, I didn't think Jar Jar was 
annoying. As for Decaying Orbit, I played through the entire game 
once last night to get a feel for it.  It plays really well 
actually.  The prices of most items are at reasonable 
levels.  The difficulty for each level is appropriate.  I 
increased the total time you have to complete each level 
just so first-time players won't get frustrated with time 
always running out. The end-of-galaxy boss is now more difficult than ever 
< evil grin >.  There are three stages to the boss and 
each one presents its own challenges.  Without going into 
details, the final stage is very frantic which is great. | 
 | Without further ado, here's the Decaying Orbit™ demo in 
either
NTSC (514k)
or 
PAL (515k)
form! The downloadable manual is available 
here (292k) 
in glorious html, and the utility to convert screen dumps 
to images is 
here 
(37k). As you can tell, we moved the website to our own 
domain.  Kind of nice that it coincided with the demo 
release too! Along with the demo, we have a site exclusively for 
Decaying Orbit.  You can access it from the 
main page 
or just click 
here.  
It has (or will have) all the information you could want 
about the game.  I'll be adding lots more stuff to it over 
the coming weeks (including the source code). Hope you enjoy the game!  As always 
let me know 
what you think! | 
 | Okay!  The files are now available on the official 
server.  I'm afraid the SCEE people will have to wait 
until it gets mirrored over there.  Here they are: For SCEA:
NTSC (514k)
PAL (515k)
 For SCEE (once available):
NTSC (514k)
PAL (515k)
 If you happened to pick up the version I posted before 
I would encourage you to grab these.  I made a couple 
minor tweaks to the game in the interim. I will be gone for about a week starting tomorrow so 
there won't be any updates until next Wednesday at the 
earliest. | 
 | Here's how my computer case now looks after acquiring 
over 40 new stickers at E3.  I know no one but me cares, but 
heck it's my website now isn't it? :)     Also, I finally got my 
E3 pictures
posted.  The Q-bert outfit is just so cool. | 
 | I haven't done anything with the Yaroze since finishing 
up the Decaying Orbit demo.  I plan to start devling into 
3D soon so hopefully I'll have more to say then. In other news, it looks like Decaying Orbit might make 
it onto an OPSM disc.  I need to clean up a few things to 
make it presentable, but that's nothing major. | 
 | I read through Peter Passmore's tutorial on 3D.  It's 
kind of depressing going from someone that knows what 
they're doing (in 2D) to total moron (with 3D).  Still, I 
had to start sometime. The first game I will make will be an adaptation of a 
board game I have.  It's a good project since I don't need 
to bother with collision detection or animation.  Keep 
things simple for now.  Plus, I've always desired a computer 
version of the game so I could play it whenever I wanted.  
My goal is to get the game done very quickly.  I don't want 
the project to linger on like Decaying Orbit did. | 
 
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© 1999-2007 Scott Cartier
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