Latest News and Blogs

  • A Little Respect for Authority
    But first, some housekeeping… Alright, I’m removing the “Day X” part of the title post. The point of the Day X posts was to keep myself working every day. It made sense when progress was happening fast and huge decisions were being made daily. I’m progressing into features that are taking longer than a day, I’m finding that some days I don’t have enough time to make meaningful progress on something, and I don’t want to waste everyone’s time writing posts that just say “No meaningful updates today teehee lol xd”… So anyway. Onto the main event… Authoritative Nodes Last… Read more: A Little Respect for Authority
  • Day 29 – Gatekeeping
    Today was an “under the hood” kind of day. Yesterday, I implemented the basics of the display part of the dialogue system. After all, it doesn’t do us much good to have a fancy editor if we can’t use it to build things that actually work. Today, it was time to make the whole thing server authoritative. So what needs to happen here is that when the user starts a dialogue with an NPC, the server needs to do a bunch of checks to make sure it’s okay for that to happen. Some of these checks include: Is the user… Read more: Day 29 – Gatekeeping
  • Day 28 – We Should Talk … Again
    No, you’re not seeing double. No, you do not need to adjust your television set. No, you are not stuck in a time loop. We’ve just done this before. I just spent 5 days building a graph-based dialogue editor for this game, but building the editor was only half the battle. The other half is actually using the dialogues generated by the editor. So that’s where I (finally) started off today. I didn’t have very much time to work, so what I’ve got so far is extremely barebones. A very full half of it is hacked together. It’s missing a… Read more: Day 28 – We Should Talk … Again
  • Day 27 – Hey, Frieza! I got somethin’ for ya! HERE, HAVE IT!
    I spent the little time I had today extending the dialogue graph to include events now. I’ve only implemented two – those are adding or removing items, and setting or unsetting progression flags. But as I’ve previously discussed, implementing 2-3 nodes is typically all it takes to figure out what needs to be generalized on a higher level. What I mean by that, to peel back the curtain for a second, is that typically what I’ll do when designing something like this is start hyper-specific. So for example, it’s time to make an event system. I know there’s gonna be… Read more: Day 27 – Hey, Frieza! I got somethin’ for ya! HERE, HAVE IT!
  • Day 26 – Let me check that for you
    Today was more dialogue tree stuff. Kinda just churning away at it at this point. The next step for today was to start implementing checks to see whether the user is or is not allowed to see a certain dialogue, or allowed to choose a certain option, or fire a certain event. I was trying to plan this all out, perhaps too much, so I decided to just keep it very simple for now and implement only the rudimentary checks. Now that I have a skeleton in place which supports two functional checks, it means it’s easier for me to… Read more: Day 26 – Let me check that for you
  • No Big Update Today
    I was just cranking away on the dialogue graph editor. Yesterday was mainly a proof of concept. You know, a prototype. Today I had to shift from PoC mode into final product mode, so it was a lot of rewriting things, making things work better, cleaning things up, and extending it to work with more different kinds of nodes. I also rewrote saving and loading dialogues completely because they were being saved in the entirely wrong format. And then I had to rewrite it again. And then I had to rewrite it again. But I think the framework/skeleton is pretty… Read more: No Big Update Today

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