A game development diary (and other stuff too)
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April-June 2001 (oldest-to-newest)
Having loaned out my copy of Konami's Arcade Classics I
filled some time yesterday playing Jet Grind Radio. I
forgot how fun this game is. I finished up what I thought
was the last mission - tagging the backs of the last of the
three rival gangs. That just opened a new mission set 2
months in the past. I'm sure there will be plenty more after
I also forgot how frustrating the controls are. Maybe I'm
just not good at the game, but I can't do that wall hop with
any consistency. The game is addicting though so I'm not
complaining too much.
I keep meaning to get around to redesigning the site. But
where to find the time?
Finally. I got past level 31 on T3K. From there
it was smooth sailing until about level 60. The difficulty
goes in waves since there needs to be some easy ones to
introduce new enemies. Then I got over another difficulty
hump and reached level 90-something. This game is just
Did a spot of programming Sunday evening and finally got the
texturing code going. It's not correct by any means,
but at least it's drawing something.
I'm trying to polish off games now. The latest victim
is Merlin Racing for NUON. It's a cute little karting
game. It's not Diddy Kong Racing, but not bad by any
means. The AI seems to cheat which is annoying, but so far
I have been able to persevere. I'm a bit over half way
done with the game.
We spent the weekend at Gwen's folk's place. Funny, I
got an earful from both her brother and dad about not
bringing the PS2. I figured since we were only there for a
day that it wouldn't be worth lugging the system up. Guess I
know better for next time :)
Gwen's dad likes to play chinese checkers so we got a few
games of that in instead. He beats me nearly every time, but
it's fun (I did manage to win once this time).
The texturing now works correctly. It was warping pixels
before, but I found the bug last night. I haven't tested it
very well yet, but it's a step in the right direction. Still
lots more to do with the engine before I even start on the
I had plans to overhaul the existing code to streamline it
and bring it within the NUON programming guidelines. After
much typing I had it nearly done when I realized I couldn't
do things the way I wanted. So now I have to go back to what
I had and tweak that to bring it within the
guidelines. It's a shame to waste a weekend like that, but
oh well. Going back and re-coding is just a way of
This is becoming habit-forming. For the sixth week in a
row I'm posting an update on a Monday. Guess that means I
make good progress over the weekends, but don't do squat
during the week.
I let out a happy yell last night as I got the engine back
to where it was functionality-wise, yet with all the
modifications that were needed. As always there's
optimizations to be done.
I have something cooking web-wise in the back of my mind.
Give me a few weeks to get things ready. It's not the much
desired redesign of this site, but something totally
Most of you probably don't come here by way of the
main page but rather have this site
bookmarked directly (okay, I know it's wishful thinking
that anyone has this site bookmarked). If you pop on over
there now you'll see a new link. I am a big fan of Time
Pilot, but its sequel is a great game too. In fact I'm
working on a fan page dedicated to Time Pilot '84. You
can get there by way of the main page or
by the handy URL www.TimePilot84.com.
I couldn't believe that one was still available so I
gladly scooped it right up. To save my hosting bill the
URL just redirects to a page on this site.
I'll be adding a ton of info about the game eventually.
Maps, strategies, secrets, and so on. Call it a little
side project of mine. The nice thing is that there is a
definite end to it. There's only so much info on the game
and once I get it all up the site will be "done" (or as
done as web sites ever get).
The first non-Monday update in a while. Good progress made
this week as I ironed out lots of bugs and optimized lots
of code. I'm getting pretty psyched about the game which
is always good for the motivation. I can't wait until I
finish the core engine and can start work on the game
itself. The neat thing is that the engine can be reused
for other games later.
I spent a good chunk of time programming this weekend. Must
have been close to 8 hours total. I squashed many bugs,
finished many features, and almost completed the one module
I've been working on. It will be nice to get this one out
of the way so I can concentrate on other things.
The renderer is all but finished. However, I thought of a
bunch more features I would like to add so I have more work
to do. Only one is really that difficult. The others I
can probably add in a day or two once I spec them out.
I was in Madison, Wisconsin for a friend's wedding this
holiday weekend. This is the first wedding I've been to
after my own last August. I could appreciate what the
bride and groom were both going through a lot more than
before. Both my wife and I agree that we do NOT want to go
through that again. Just planning it takes so much out of
I did get some work done last week before leaving. Probably
the most important thing was figuring out why my benchmark
program was not working correctly. It is now and I can more
accurately see the effects of any optimization I do. I also
added a couple features because that's just the crazy kind
of guy I am.
I haven't done much work on the game lately. Mostly just
optimizations. It's interesting making that trade off
between super-optimizing the code and keeping it readable.
A nice linear flow of assembly instructions is not always
best for efficiency. Still, I have it rendering at a decent
While I don't want to shoot off my mouth for fear of
jinxing it, certain events have me hopeful that my
game-design efforts will not be for naught. More info as I
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© 1999-2007 Scott Cartier