2010-12-27

Yume, continue testing

Hello everyone!

Due to some recent discoveries i have begun testing some alternative methods to draw graphics. My original idea was to have several paintcomponents that drew different parts of the layout. Turned out it was a bit more to it than call dit dat and dat dit. I have now semi-scrapped that idea and have instead begun testing on using a single paintcomponent that draws stuff from different classes instead. Programming is about solving problems you just want to bang your head against the keyboard when you see, but somewhere in it, it is fun. Just as GLaDOS said: Continue testing.

And continue testing i will.

//Kurten

2010-12-24

Christmas update!

Hello everyone!

23:15, December 23'rd i finally managed to get my engine to draw several images on the screen using different versions of the same paintComponent method. Man, i love how extremely complex serious polymorphism can be! So, the engine is now displaying two images painted by two different methods. I will work a bit more on optimizing the code after Christmas, have to spend some time with my family after all :)

Update news:
Yume version 0.1.3
Added class object reference variables to help the layout class call the proper methods for image drawing and image loading

Improved the image loader methods to not allow the drawing method to run if the images are not fully loaded.

Minor tweaks to the super class as well.

That's the minor Christmas update for you guys!

Merry Christmas and a happy new year!

I would like to end this little update with a quote. Inspired by the one and only GLaDOS. It kinda describes me when i work on Yume.

Look at me still talking
when there's Coding to do.
When I look out there, it makes me GLaD I'm not you.
I've got compilers to run.
There is debugging to be done.
On the bugs who are still alive.

2010-12-23

Weekly planning

Hello everyone!

Today i have introduced a weekly planning system so that me and Ikaros can co-ordinate the work more effectively.

What to do before Wednesday, December 29'th:
Kurten: Finish debugging drawing method
Ikaros: Make a concept of the scene for the first chapter.

That's about it, i'll prolly leave an update here before the 29'th so, well, stay tuned 8D

Also, i plan on ordering some more programming books, these ones will be specifically about game programming.

//Kurten

2010-12-21

Today: Final school day of 2010

Hello everyone!

try{
Today is the final school day of 2010. It has been a good year, i've learned  a lot of stuff. 2010 will always be remembered by me as the year my programming interest got serious. Tomorrow i will resume the work on Yume. Hopefully i will finish the polymorphic image arrays sometime before Christmas. Also, during the Christmas break i will start working on a document to describe Yume for my teachers, but i plan on starting on that after new years eve.
}catch(Exception ex){
}finally{
Merry Christmas!!
}

2010-12-17

More time for my Yume!

Hello everyone!

I got some good news to talk about today. It does involve that E/PoF thing i talked about in my first post here on the blog. First a little background story.

The development group i worked with during the E/PoF courses have somewhat degraded. There's no communication, a lot of conflicts etc so i decided to quit working for that group. I get to do something else we call prövningar here in Sweden, it would be translated to trials in english. Why do i get to do trials? Well i still want my grades in E/PoF, that's why. But, here comes the interesting stuff. I spoke with my E/PoF teacher today about these so called trials and asked her what to do, she answered: you do just like you would while working with a group but you don't sell anything.

Can i do anything i want then? I asked.
Yes. Was the reply.

I started explaining about my idea i had been working on for like, 2½ month now, Project Yume or Yume Engine. I asked her if it was ok to work on the engine while the rest of the class had E/PoF.
Yes. Was the reply, once again.

So basically, what's new?
I get A LOT more time to work on Yume. (Spent 3 hours updating the image array today)
I will have to start documenting Yume (Wich i already do so that won't be a problem)
I will have to write a document about the idea and how i plan to make it reality.
I will have to analyze my "market" even though i am not even gonna sell the engine.

That's basically it. Also, Christmas break is approaching fast, you guys might know what that means. Some dedicated coding and development time!

Some update news:
Yume is currently at version 0.1.1

I spent the afternoon rebuilding the polymorphic image array, actually there are 3 different versions of that polymorphic array now but i only managed to get one of them to work.

I've added some more flexibility to the code, v 0.1 only had one super class that the image loader inherited from, now i added an interface that gets implemented in a super class, thus extending all the implemented methods to it's subclasses. I wouldn't bother with the super class if it were not for the fact that i had some problems declaring non final variables in the interface.

That's the update info for you guys!

Also, last but not least i would like to present an image my father took just after i began working on Yume.

Credits to my old man who's been supporting me in this by dragging me of to London to get programming books and for bringing me to Skövde a year ago, (Different story, i'll tell it some other time).

Merry Christmas guys!

//Kurten

2010-12-16

This was a triumph, im making a note here; Huge success!

Im not GLaDOS but i have some intresting stuff to talk about, and no, it does not involve cake. It involves polymorphism. Do you remember like a week ago or something when i talked about the polymorphic experiment i was gonna make, well i just compiled the polymorphic image array for the final time and as i said earlier; Huge success. The code can now be fed with different images and programmed to react to events, i used it to make a little romance scene based on some images from one of my favorite anime series, Macross Zero. Also, the guy at the end is not me.

DD: I wonder if i should tell her..

DD: Hey Nora, i have to tell you something...

DD: I have thought about it for a long time, but have finally decided to be honest about my feelings...

DD: I love you.

FFFFFFFFUUUUUUUUU!!!!!

2010-12-13

Sources of inspiration

Hello everyone that might be reading this!
I thought i'd share some info on where the inspiration for this game comes from. As i mentioned earlier the main water supply for this seed came from an anime. Then you might guess me and Ikaros are somewhat fond of anime and japanese stuff. We are currently working on the story of the game, basicaly gathering inspiration from various sources.

Some of these sources are:

This will be a inspirational source for a minor character.
From: Tekken series
Source: http://www.youtube.com/watch?v=qy6TvjuTiz0
 Tak Fuji, The master, Fuji-Sama, call him what you want but he is an extreeeme game producer.

From: Konami E3 2010 Press conference
Original Source: http://www.youtube.com/watch?v=YtKMqdMWNec

So, as you guys can see, this is gonna be some random stuff, if you are into wierd humour, stay tuned for more updates, if not, well, forget you ever saw this! 8D

//Kurten

2010-12-10

Project Yume update

Today's work has proceeded fairly well. I have been working on a method for the engine to load alot of images using polymorphic code. The experiments is not finished yet but i plan on finishing the experimental polymorphic code after this weekend.

Ikaros has mainly been working on CG and story elements of the game.

Non Yume update:
Tomorow im going to a rave in Stockholm so i will not be able to work that much on the engine during this weekend, hopefully i can continue on the engine on sunday.
RAVE!! \o/

2010-12-09

Project Yume: What is it?

What is now known as Project Yume is a project i started a couple of months ago, it must have been in mid September sometime. The project was at first completely different if you compare it to today's version. It first started out as a course called E/PoF wich stands for Entréprenörskap och projekt och företagande. In english that could roughly be translated to: How to start and manage your own company. We basically got to start developing ideas, then try to make those ideas physical reality by producing products or services that we later have to sell. The main idea my group started working on at first involved microprocessor programming. As the groups tech geek i got the job of getting the code and techie stuff to work, it turned out though that this was a bit too much for me since i had never programmed on a serious level before, mainly writing HTML code and batch files. We later changed idea and started to develop an app for the android mobile OS. When browsing through what type of language one had to code in on Android we found that Java was the way to go. Thus the first seed for project Yume was planted. However the idea of app development was short lived as the group decided to change idea once again. This time the group went for a less technical more common product wich im at the moment can't discuss. It didn't involve programming though. Enough about E/PoF! Time to discuss the real reason why project Yume started!

E/PoF planted the seed, but without water a seed can't grow. That water came from an unlikely source. While sitting and browsing an anime streaming site i found an anime called Bakuman. This anime was about a guy called Saito who teams up with a guy called Shujin to create a manga and later turn it into an anime. After watching two episodes of the anime i spoke to one of my friends i call Ikaros. Ikaros likes to draw and want to draw comics in the future. I proposed we'd make a game. I do the programming, he'll do the graphics and we both work together on the story and the overall design. He liked the idea but then asked: "what type of game are we gonna make?"
The answer: "A visual novel"

For those of you not familiar with the visual novel genre you can have a look here:
http://en.wikipedia.org/wiki/Visual_novel

However, I told Ikaros that if we made a visual novel it would be like him drawing a manga and me turning it into a game. Now, that seed i spoke of earlier got all the water it needed to start growing. I turned 18 about a month after that day, me and my dad went on vacation to London to celebrate me turning 18. While we were there we went to a book store called Foyles. There i found a book called: Head first: Java. I recognized it's value to me and Ikaros's project so i bought it. I also found two books of great value to Ikaros, those two books were about game designing, mainly character and world design so i bought them as well. When i got home i began building programs, mainly command line based applications, calculators and other random stuff. While i spent my free time in front of the computer writing java code Ikaros spent his time thinking about characters, drawing and generally improving his skills. Now however, after almost two months of more serious java studies i feel that i am ready to try to take on the challenge of finally coding the game.
This is Project Yume!

I chose to name the game engine Yume since it has been my dream for about 2 years to build a game. Yume means dream in japanese you see. Today i finished with Yume Engine 0.0.1. This is a pre-alpha version so i will not talk too much about it. Mainly i've build a nowhere near close to finished GUI and played around a bit with event handling xD I will however continue to work on this project and update this blog once in a while, so thank you for reading and stay tuned if you like the idea! ^_^

//Kurten