Jumpman Zero PC - Development History Page 4

 

 
 
 

Sep 5:

I'm still alive, but life is busy. I'll get back at it one of these days.

Aug 14:

Slow progress. Network stuff is a lot of work, but continues to "get there".

Aug 13:

Network code is almost done. Just have to add some functionality on the scripting side (for "priority" packets). Will also need to work with the level progression/cutscene code for all the two-player modes.

Aug 12:

The first 2-player mode level (Jump-Fu) is pretty much working. I just have a few issues to resolve in the network code before it's fully playable. The network code works for the most part, but is not terribly robust as yet. It's still unclear whether lag will make Internet play unbearable (it'll definitely require low ping), but LAN play looks like it will be fun.

Aug 11:

Just got back from a week's vacation. Got a little work done last night - cleaned up a bunch of bugs introduced during the 2-player overhaul. Cobra is done his level faq, and it looks great.

Aug 1:

Well, two player mode over the network is now "playable". Lots of stuff still doesn't work, but the game basically functions. The whole enterprise is complicated by the nature of the game - lag is just not acceptable in a fast action game. As such, I can't do a true "lock-step" sort of simulation. Instead, each player will be running their own simulation that will be periodically (quite often) synced. This complicates things a fair bit in that the sync code for each object has to be custom written (in script), but I think it's for the best.

There's quite the flurry of Jumpman activity going on right now. I can play a good reproduction of "Easy Does It" in "Jumpman Lives", "Jumpman - Under Construction", "The Jumpman Project", or "Classic Jumpman". Crazy.

July 30:

  Often in software development, you go through long stretches of work that don't seem to add up to anything, and then a small amount of development that creates a large amount of functionality. I think I'm just about to hit one of those rushes. The game's network code is beginning to function - server and client modes both start correctly and name resolution seems to be working well.
 

July 29:

I got a lot of work done last night. Cleaned up a lot of things, and started on the necessary menus (and other boring stuff) for two player mode.

I've had a chance to play "Jumpman - Under Construction" a little more, and my opinion of it goes up every time I play it. In lots of ways, Chris and I chose opposite paths in design. At first some things about UC bothered me, but I think that's the product of being very, very used to "how things are" in my own game. There's lots of stuff I'd like to see in the game, but that's sort of "to be expected" in a first beta.

I think he's done a very solid job, and I look forward to see where he goes.

July 28:

Ah, the joys of summer. Since last entry, I've got the two player mode working pretty well (on one machine). I tried to make the second jumpman black, but it really doesn't work with the color scheme. As such, he's just got vaguely different colored skin and different clothes.

Anywho, I'm still not getting any development done. I will get back into the swing of this at some point, but summer just presents too many distractions.

July 21:

Did some more code cleanup. Two player mode is kind of working - both players can move around. Right now, it looks like the "two players, one machine" mode will play split-screen (two wide screens). I tried a couple plans for shared screen, and none of them work well enough. For networked play, you just won't see the other player unless he's on your screen.

July 17:

The game is working again after the refactor although in there's still some real ugly hacks in there. I think I'm going to implement the second player (on same computer), then do an optimization run.

July 16:

I am still alive, though summer is not a time when I do a lot of development. Last night I started on a bit of a code refactor. I'm considering adding multiplayer support, but I'm tired of working with messy code.

May 7:

I'm getting dangerously close to just calling the game done. I'm tired of fiddling with these compatibility problems.

Apr 24:

Last night I fixed a wall bug and enabled the ctrl key for jumping. The only other issue outstanding is the RagePro graphics problem. I'm starting to think, though, that maybe the problem is really just with my test machine. Tests on very simple scenes (that work on every other machine I have access to) show an odd but consistent texture problem on this one. Anyone out there with a RagePro type card want to confirm this problem?

Apr 23:

So far, only positive word back on the new beta. There's still some outstanding requests, but all in all I think it's close to ready. With luck, I'll be able to fix the Rage Pro problems in the next few days and we'll call the thing done.

Apr 22:

The fourth (and hopefully final) beta release has just been sent out. It's mostly a collection of small fixes accrued over time. There's still a lot of "heard of this once" bugs, and there's still some problems on older video cards. In the end, I think I'll have to accept that I can't release a perfect game. Still, so far testers have been generally pretty happy with the game - and hopefully a good few people will end up enjoying it.

Apr 21:

Somehow, time just continues to not be forthcoming. This is frustrating, as the game is very close to being done - just have some bugs and tweaks left, but no time to tweak and debug.

Apr 11:

  The testers are doing a great job - finding lots of errors. Things are progressing well. I've made some changes for the next beta - lots of things are slightly sped up, and you will be able to skip the animation on the title/game over screens.

If you've played the "Followers" level, you know how this jump is going to turn out.

     

Apr 9:

Well, the beta version is out the door. If you were wanted to be part of the beta test and haven't got your beta test e-mail yet, write me (if you already have written me, I may have just lost your address in the mail stack). I wouldn't mind expanding the beta by a few more enthusiastic people.

In other news, the game now has a game over screen - so be careful how you spend those men. If you have the beta and are having difficulty testing the different levels (because you can't reach them), do not despair. Write me, and I'll let you know how to jump straight to any level (for testing only, of course).

Apr 7:

I really had hoped "this part" wouldn't take so long. I'm fixing a lot of bugs, and tweaking a lot of things - but it's like playing "whack-a-mole". Still, things are progressing.

Apr 4:

Slow progress. Blame Nintendo and the new Zelda game if you'd like. In any case, I've tinkered around a fair bit, and things look really quite good I think.

Mar 31:

Testing is proceeding very well. More people have been able to get the game running, so the testing is moving away from "getting it to work" to "making the game better". People are coming back with some great ideas, and slowly I'm getting some of them implemented.

Mar 28:

It looks like the game is going to have to require DirectX 8.1 installed. It'll be a hassle for anyone who already has DirectX 8, but such is life. I fixed a couple problems with sound that were causing crashes on machines with odd/missing sound cards. Things are progressing.

Mar 27:

The testing process has been going really well. Many more incompatibility problems than I was hoping for (and the requirements may end up being higher than I'd like) - but we've been able to work through a lot of problems and things are definitely looking up.

Thanks to all the alpha testers for their time and patience.

Mar 25:

Have done some more work on compatibility, and have gotten rid of some stupid errors. I've done a lot of testing and tweaking, and have fiddled with some backgrounds, level orders, and such. The second alpha test version has gone out - I'm looking forward to more feedback on compatibility and game balance.

I've pretty much decided against using a fancy installer. Unless someone gives me a good reason not to, the game will be packaged as a self-extracting zip.

I think things are looking good - though I'm a month or two behind schedule. Such is life.

Mar 18:

Well, "real job" is still crazy, but work on the game is progressing again. Last night I fixed a compatibility problem discovered in testing - the game wasn't working with new nVidia drivers. Turned out to be a silly mistake on my part (shocker!). Anywho, I'll be continuing this compatibility work for some time, it looks like. Once it appears the game is ready to run on a good percentage of machines, we'll start the beta.

Mar 11:

Wackiness continues. I have got a little work done on the game - specifically the credit screen. We've had some technical problems with the game on a couple test machines, so I'm going to spend some time working on compatibility.

Mar 6:

I'm finally back in Edmonton (home) - and may even have a few hours to play around a bit tonight.

Mar 3:

Sad news for me over the last week or two - another death in the family. That, and more significant work commitments, have kept me out of development for the last while. I'm still committed to getting this game done (and have actually sent out an alpha release to a few people), but progress is going to be very slow until things get sane again. It's frustrating to have a game 95% done and not have the opportunity to finish it.

Feb 21:

Things have been conspiring lately to prevent me working on this game. Work has gone crazy (and up until yesterday, so had my intestines). In any case, I am making progress on some fronts. Just not much.

Feb 17:

After a week, I'm finally back at work. My grandmother died, and I went on the road for the funeral. An extended bout of the flu hasn't helped either. Once I'm caught up at work/school, I'll try to get some progress made.

Feb 10:

I got a good bit of work done this weekend. Lots of stuff done, and big changes to plan.

My original plans called for a set of 5 "two player simultaneous" missions (though I didn't tell many people about this). I still want to do this, but it means too much building and testing and tweaking for a first release. Instead, I'll release the full single player game, and continue work/testing on the two player game while the single player game is being played (hopefully). What does this mean? It means I have 25/25 levels working. The menus, options, and end screens are also well on their way. What's left? As far as I can think, just the items in the "tasks outstanding" list at the top of this page. You'll also notice that I plan on finishing the game editors after release. It will be up to you to make sure I deliver on this promise - I won't bother to do these unless I know they'll be used.

Feb 6:

Progress has been a bit slow of late. I really need a good block of time to get everything sorted on the new level - and that's been hard to come by between work, class, and everything else. Perhaps this weekend.

Feb 3:

Got back to writing content over the weekend. Finished off a mediocre level that's been on the plate for a long time and started on one that's looking really good. I'm very tempted right now to change that 25.5/30 to be 25.5 out of 27. I want to get this game done.

Jan 31:

In response to my pleas for help, Dave Eccleston stepped up to give some Direct3d advice. I've started working through some of his suggestions, and I've already reaped some healthy performance increases. With some more work on optimization and making some engine changes he suggested, I should be able to get performance back under control (and get back to working on content).

Jan 28:

I worked a bit on performance and made very little progress. The game seems to be spending most of its time drawing scenes, and I can't think of any ways to speed things up that won't break stuff. Don't suppose anyone wants to volunteer some Direct3d expertise? The game performs fine, except for a few levels on slower machines. Not sure what to do about this yet.

Jan 27:

  Over the weekend I worked on menus, titles and the like. I'm not going with anything grand - but I think everything looks OK (and sounds great, thanks to Andrew's work on the menu/title music). I'm also starting on performance tuning. The minimum requirements are likely going to be higher than I wanted (as I'm not an experienced 3d programmer, and I make lots of performance mistakes), but I'm working hard to push them down. The light is clearly visible at the end of the tunnel, but I still can't commit to any kind of ship date. I want to be free to make these last few levels just how I want them.
     

Jan 23:

I got a little work time in over the last few days, but I've really had a mental block as to working on levels. As such I've been working on the menus, and they're coming along well. I like how things are turning out, although I'm not much of an artist. The menus are driven by the same scripting system as the game levels and objects.

Jan 20:

Over the weekend I put in a fair bit of work. Got a new level pretty much done - it was a lot of work for what will be a really short level. But it should be fun, and should be entertaining to those who've read interviews with Randy.

I've got another level started, but I'm not sure what to do with it. It needs something more, but I'm not sure what.

Jan 16:

I took a moment to fix a few bugs that have been introduced into older levels as I've changed things around. All the levels play OK again, and hopefully I'm on to new levels again.

Jan 14:

The new level pictured below is all layed out and works pretty well. Last night I also did a quick run through of all the old levels. Turns out my changes to the Jumpman control routines caused a few problems on a few levels. Shouldn't take too long to figure out, but I won't be doing it tonight. I'm starting an evening course in Accounting (it relates to my real job) that will use up my next 15 Tuesday nights. Ow.

Jan 13:

  The green thing in this picture features prominently in the new level. It plays pretty well. All that's required now is the actual level layout, but that seldom takes very long. The jpeg image captures turn out a little blurry, but (despite what many of you seem to have in mind) this is basically what the game is going to look like. I'll leave the eye candy for developers who measure time in days instead of minutes. Still, the graphics are due for an overhaul - will get to that once all the levels are working.
     

Jan 10:

Well, the new motion routines are all in place, and I've got no outstanding issues there. Movement feels a fair bit smoother and cleaner. I considered leaving in some idiosyncracies (as the original game had plenty), but I think I'm going to try to root out any that I can. It will make it all the more entertaining for you, then, when you find some place where "If I hold down while I walk by the bottom of this ladder, he does a little dance as it switches from the ladder animation to the walking animation and back."

I've got ideas for the 23rd level, but I haven't been able to make them gel into something coherent. Hopefully I'll get a few hours over the weekend.

  Development History - Page 3