Today, with some asking around, and poking around in the code I was able to find the solution to the crashing. Hooah! I also drew a new character sprite whose anatomy is a bit more realistic than the other sprites I was planning on using. Also, this will make the paper dolling feature better, as well as let me do some better animations. I also did some more testing with dynamic coloring just to make sure it worked properly, and it does! Look forward to dynamically colored sprites.

Paper dolling is where, depending on what armor and equipment your character has weilded, it will show up on your character in the game for everyone to see. Got a rare hat? Show it off! Dynamic coloring will allow more customization for your armor and weapons. One of the goals for Broken Silence is that everyone looks unique. Everyone has different clothes, different colored clothes, and different combination of clothes.

Well…today wasn’t too productive. I messed around a little with dynamic recoloring of the sprites…but nothing too drastic. I mostly hit a show stopping problem with the release build of the game crashing randomly. To add to that there is no pattern or way I can debug the release build to try and find out the problem. The debug build works, but I’d rather not add more code to make things more complicated or add more errors.

Today was a productive day. Most of what I did today was under-the-hood-no-user-could-tell-what-I-did type stuff. I did some memory management stuff, worked on graphics some, and added a new control to the GUI: a button! I also changed how the scene manager works. The layers of the maps are now hard coded, this will allow some good depth type stuff. For example, a player can either be infront of a fence or behind it. The way the scene manager is now setup allows that to happen easily. I also fixed various bugs with the logger and input manager.

Welcome to the development blog for Broken Silence. Broken Silence is a 2D Online Role Playing game. While the planning, research, testing stages have been happening for more than a year, development on the final product has only been underway for the past two weeks, and a lot has gotten done. I’ve give you a brief overview of what has happened in the development so far. Most of it is mainly infrastructure and developing the core back end:

  • Rendering engine using DirectX9.
  • Input handling using DirectInput
  • Scene management
  • Resource management
  • GUI System
  • Started work on the graphics

I hope to have something to show for it by the end of this year. This blog will be updated with information on the progress of the game. Stay tuned!