Still more steady progress to be made this update. The artist are getting close to having the levels we need for our steam submission. Progress on the code just keeps coming.
Every has done their own piece. Dave and Gary have each assembled the 3d parts for several levels. John has coded a large number of components including an area of effect class that will make things like anti-gravity easy. He also integrated a really comprehensive User Interface system that will be providing menus and buttons for our games. Sqeaky worked on some bug fixes and began work on the XML parsing and level loading. Kirk finished a great overview of the story for the story part of the game (which looks like now it will be a separate game).
We want to release something in time for Christmas. So rather than lopping features out of the game and forgetting them we will release them as down-loadable content later or as second game. We are pushing for basic puzzle game by Christmas, and we will have a storyline mode ready spring or summer next year with cool characters and amazing new game mechanics.
You probably noticed the large yellow picture of the whale warning sign. You probably also noticed the claim in the title of 25,000 lines of code. What does a whale capsizing problem and the 25,000th line of code in the Physgame Engine have in common. They both belong to someone else. An Ogre3d coder named Betajaen made Gorilla the User Interface library we have chosen to use. Because of the friendly licensing of his code we can simply put it right into our code. Doing that jumped us from 24,000 lines straight to 26,000 lines. Naturally, missing the opportunity to write my own 25,000th line of code reminded me of how being in Nebraska will mean a whale attack will always be someone else’s problem.