Update 11/7/2012 - You asked for technical...
Well, ask and ye shall receive! You guys all seemed to want to hear more technical stuff, so here we go!
Sorry it's been a bit quiet on the update front lately. It's been one of those months where everyone on the team has something else happening in their lives (including me) so productivity hasn't been at it's peak. Personally I've been dealing with a bit of illness coupled with some severe frustration at a particular engine issue (which this blog is about).
Ethan, our modeller, is aiming to have two full subterranean model packs done by the end of this month though (the abandoned mine and the ancient crypt), and I know that Carrie is working on a new character glamour pic, which will be cool. It's the first one of a male character, so I'm sure you'll all love that.
Rachel is busy with work at the moment but is very eager to get back to Malevolence soon and has a HUGE amount of stuff planned, including some more awesome armour and a MASSIVE amount of in-game items.
Work has also started on your character portraits. Nothing at "showing off" level just yet, but shouldn't be too far away!
But anyway! Technical issues. Basically, in game development, there is a process colloquially referred to as "garbage collection" where the engine finds and clears things from active memory to conserve system resources. Sometimes it's required that the engine complete something I like to call an "86 purge" where garbage collection happens to EVERYTHING stored in memory. In a normal game, an 86 purge would be used when the player quits the game and returns to the main menu. All of the in-game 3D models would have to go, then all the sounds, all the textures, all the music, all the shaders, all the heightmaps... Then each individual background process would have to be shut down, like the AI controller, the audio housekeeping, the animation updator, etc. There's no way to just say to the computer "remove everything from memory". You have to actually keep a running tab on everything that has been loaded or that is running in the background and then remove or shut down each one individually. Make sense? Pretty standard stuff in game dev.
Anyway... Malevolence, being not your average game, was developed in a strange way. It's built in three modules, with each module being used to handle each of the three environment types in the game. The first module that was developed was the subterranean module. It's loaded whenever the player enters a dungeon, crypt, mine, cave, etc. It has its own lighting systems, audio systems, etc, which all work to make the environment appear a certain way to the player. Then, once that module was all good and done, we worked on the overworld module. This one was probably the most difficult by far, as it's the only one of the 3 modules that is infinite in size. World chunks had to be loaded, heightmaps for terrain, water had to be handled, the movement of the sun and the procedurally generated sky system... Lots of things at once, and very different to the subterranean module. Finally we developed the town module, which was very similar to the countryside module, but without the heightmaps, water or... You know... Infinity... So that was a bit easier. But dealing with that many complex objects with a large view distance posed problems of its own. Dungeons are dark and cramped, so you can never see very far, so it was easy to get system efficiency in them. Towns are open plan, with big wide courtyards and lots of NPCs and buildings and props like barrels and statues all being seen at once. Much trickier, but we got it working.
The hard part (which has been giving me trouble lately) is linking the three modules together and handling the 86 purges that are required during the move between each section. A little while back I got very excited when I was able to walk out of the starting dungeon and into the countryside for the first time, but it was short lived as I realised that I couldn't go back into the dungeon, or into any other dungeons that I happen to come across, as doing so would cause a massive memory leak and crash the game.
But, last night, all that changed. I walked out of a dungeon into the countryside, then back into the dungeon again, then back out again. I then took a stroll through the wilderness until I came across another dungeon entrance. I clicked it and went into that dungeon, too! Then out of it. Then I walked and found a town and went into it, and then out of it! All seamlessly! Turns out that I had overlooked a couple of small things in the 86 purge that I was doing which caused a fatal memory leak between environments, but now it all works great!
So yeah, that's why there hasn't been much to see lately, sorry. Lots of background coding stuff going on. But now that it's working, I can focus on some really important things like having monsters in the countryside, putting in shops and other establishments into towns, etc. All the exciting stuff. And let's not forget, of course, the Kevin Bacon quest system!
So yes. Life will still be getting in the way over the next couple of weeks, but I'm taking time wherever I can to plug away at some more things, and as soon as new art assets come in, I'll do another update to show off the sexiness!
Thanks for being patient with us and for all the wonderfully awesome comments you all make! It really gives us steam!
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Comments
Creator a on July 12, 2012
Suite.
Creator Malevolence: The Sword of Ahkranox on July 11, 2012
Actually, the beta will be of the full game :) the demo is what we'll be passing out for the rest of the world. The beta will be for our testers and for you guys if we miss our deadline (so you can play it anyway). Basically we wanted the demo to be just like a regular roguelike. People will play it long enough to want to be able to retain their characters, and they'll likely fork out the $25 to get the full game :) The beta is an exclusive thing :)
Creator a on July 11, 2012
Thanks for the update (and incorporating both the what and why of the current status), and know that we know when you don't update it's because you're busy making it work. One question though (always one more), regarding your statement--"The demo will give you access to the full, infinite world, but you'll always start in the same place and won't be able to save."--will that be true of the beta as well? And if it is, will that be the state of the beta until release, or might those features be implemented before release (assuming mass backer beta distribution is actually viable)? I guess that's more than one more.
Creator Malevolence: The Sword of Ahkranox on July 11, 2012
No unsubscribing! It's not allowed! hahaha
Creator Nathan Clement on July 11, 2012
These updates keep wetting my appetite for this... I'm not sure if I want more updates or if I should unsubscribe till it is ready :)
Creator Malevolence: The Sword of Ahkranox on July 11, 2012
You guys are all awesome :D
Creator Zackary Rhodes on July 11, 2012
Thank you for the update. Especially for taking the time to write out a tech based one. Congratulations on 86'ing your purge issue. I'm sure that it felt great to finally get that one working. Good luck with the implementation of the countryside module stuff and hopefully those pesky life issues calm down for you.
Creator Barry Pitcher on July 11, 2012
Well that should make the day go a little quicker. Thanks for the update.
Creator Dan Campbell on July 11, 2012
First he mentions bacon, now Wally mentions fruit.... *looks around for food*
I love these types of updates, keep it up!
Creator Wally on July 11, 2012
Wow, what an accomplishment! I'm glad you were able to work out that major issue with the result of a nice, fluid transition. I can't wait to taste the fruits of your labor!
Creator Malevolence: The Sword of Ahkranox on July 10, 2012
lol if only I had one of those!
Creator Patrick Cox on July 10, 2012
I thought you had pressed the history eraser button. :)
Creator Malevolence: The Sword of Ahkranox on July 10, 2012
Fixed! Maaaaaan you can tell how tired I am! haha
Creator Malevolence: The Sword of Ahkranox on July 10, 2012
Whoa, I have no idea how that happened lol I'll fix that up...
Creator alcaray on July 10, 2012
", as doing so would " needs evil looking ellipses, if you don't mean to finish the sentence.
Creator Jeremie Lariviere on July 10, 2012
Great update, thanks!
Creator oasisbhrnw on July 10, 2012
Wow, that's an awesome demo! If it gets released a decent amount of time before full release, I look forward to never rebooting my computer :)
Creator Malevolence: The Sword of Ahkranox on July 10, 2012
@oasisbhrnw - We're going one better now! The demo will give you access to the full, infinite world, but you'll always start in the same place and won't be able to save. When you get the full version you'll start in a random spot and be able to save as much as you like!
@Michael Hoffmann - haha well, if we were to start this project over again we'd make a LOT of changes. Truth is, when we started this, it was just for fun. Had no idea it'd take off like this! So we're stuck doing things a certain way now which causes a bit of limitation, but nothing we can't handle :D
Creator Daniel Bryntse on July 10, 2012
"The bug-hunt quest". Expecting one in the game. ;)
Creator Kordanor on July 10, 2012
Ah. Wondering how this text would have looked like if it was written in a parallel universe where you used C# instead. ^^
Creator oasisbhrnw on July 10, 2012
Awesome that you got it working correctly! I'm sure that was a huge relief. I remember there being talk of a demo (that would be a single dungeon) being released. Is that still a possibility?
Creator Malevolence: The Sword of Ahkranox on July 10, 2012
A combination of C++ using the DarkGDK and DarkBASIC :) we're big fans of the team over at The Game Creators.
Creator Kordanor on July 10, 2012
Interesting insight. Which language do you use?