Guest Post: Exploring what he considers the last good game in the series Hax Monster reminises about Far Cry 2
Posted by: Jason Silverain / Category: Guest, Review, Video games
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Update 1
Oddities
We cleared up more code today found something called "thatone" random number given to this variable and its checked in a 100 different places... left it where it was for fear for the chaos gods.
Bug fixes
- Fixed a crash related to space hulks.
- Fixed an issue where to find a event, the game generated objects in every system to find the system the event took place in, Made it NOT generate those temporary objects oddly so many of them...
- Fixed an issue with ancient ruins on planets I believe the ones you explore, so that they will work all the time now, apparently there was a chance it wouldn't do anything
Found a lot on the Necron tombs related stuff, this will be a day of work by itself.
Other stuff
Rewrote descriptions for relic rooms. Spiced them up for fun to break the monotony. added some DF reference.
Got a massive headache from cleaning code up and ended the day.
Update #2
Today we went through the Massive Random Event file, and restructured it massively for readability. cut its size down from over 1000 lines to below 300 lines. Separated the random events to their own respective files to easily find and modify their effects instead of inside of a single giant random event file.
Also, never take the shitty luck attribute in game because that effects every random event you could imagine badly. probably the only game I can remember where the bad luck attribute actually probably did something noticeable.
Found the Fucko string... giant dense code thing of death. IDK what it is, left it alone.
Cleaned up the chaos invasion random event, cleaned up the necron event to avoid any crashes in relation to their awakening maybe.
If only you guys knew how many memes are in the code.
Literally we added a single DF meme into the trophy room. Theres memes in this game from the code on up. Literally everywhere...
They were already there.
Update #3
Fixed star generation to give you a range of star numbers to have 65-75, before it was trying 120x to create 70 stars, and if it failed the fewer stars youd have. fixed that.
changed the vehicle system to a more reasonable version, faster, easier to work with and change for future revisions. It doesnt sound like much until you understand that the code base isnt properly spaced out, 1000 lines in some of these files can equal 2000 lines properly spaced a majority of the time...
found something called this in the code
Quotethen old_dudes+=1;no clue, whats being referenced save it for later.
Update 3.1
Made armors a Moddable file so anyone can change the values once game is installed.
Any way I can help out with this Journier? Admittedly I don't know very much about programming but I'm working on Chapter Master as a way to learn my own way. But since the code appears to be a big mess of what-the-%&$# I'm having trouble understanding much of it. I have fixed a couple of bugs on my own though (Tried working on the renegade crash bug but at this point I'm stumped). Basically I want to assist with bug fixing.
Since you're working on cleaning up the code I'm hoping that it'll make fixing bugs much less painful for me.
honestly just wait, there's gonna be a massive release coming up in a month or months that will get all the code into a proper debuggable state that is readable If you guys want start posting bug reports on a regular basis, where you were ( what screen) what you were clicking etc. as detailed as possible.
That way when we get to a section we can refer back to your bug reports to see if there's any silly code. Which we have run through a chunk of it.
There will be a gitlab repository created in the next 2 months. thats the timeline we are aiming for , for you guys.
TLDR : Please give crash logs and where you were in the crash and what you were exactly doing. We need bug reports. good bug reports. please and thanks.
And possibly if you guys really want to help find or put your little butts out there to find decent pixel artists for the game to get away from the IP. Dark warlike images of Interstellar Army Simulator 2015.
Now you may have seen that in the past I've done video game videos alongside HaxMonster, in addition to help with his channel I've also done a number of video reviews but not all of them make it as blog posts here.
So today I'm gathering all the brain munching, apocalypse surviving videos I've made for a Halloween special.
To start here is my review of OMG Zombies by Laughing Jackal LTD, name aside its rather decent.
Having the fortune to head down to the Gamecity events in Nottingham with the lovely lady of Buzy Bobbins we found ourselves surprised by just how packed the lobby for the National Video Games Gallery was that day, one of the main culprits was this little stall run by Assim Ishaque the founder and inventor of Simbrix.
While not in the best of health I took a trip into Lincoln city centre with some friends on the 25th after hearing about the Frequency Festival, this is the third Frequency event and will be running until the 1st of November.
To say I wasn't expecting would be a lie but after the announcement of Interstellar Army Simulator 2015 I wasn't expecting it to come so soon. Duke has decided to retire from his work on Chapter Master/ Interstellar Army Simulator 2015 after 2 years, in his wake he has left us all the source code to his works as a base to continue them.
Here is the final message from the man himself explaining his reasons.
Greetings mortals,This post will explain the future of Chapter Master, and how it will be returning to its roots. First, context.Making games has always been an avid hobby of mine. Since the age of eight, or nine, I'd been press-ganging other students into testing games I had made. The first one I can recall was back in elementary school, where the idea was to draw a not-Pokemon on a sheet of paper and then assign HEALTH and DAMAGE attributes. You would then totally battle these two sheets of paper back-and-forth with the power of imagination. There was tons of arguing involved. Over the years I've homebrewed slightly more complex games, ranging from one of a thousand pen-and-paper RPG's to my more recent programming projects.Three years back I'd been plugging away at a BroQuest demo- first a shoddy, primitive one, and then later a slightly more functional one that the original developers asked me not to post online. I wanted something big to tackle to keep myself engaged. Making things is one of my ways to keep sane, and since that turned out a dead end, I figured 'Why not Chapter Master?'.Around this point I was still not a very good programmer (something I still believe), but had all the time in the world. Right off the bat I loaded up the design document of the former Chapter Master project (a big old thing like 50 pages long), and began to take notes on what I would want to include from that. Cue about ten months of piddling away at the keyboard and the alpha was more or less ready. Releasing it was a blast- hundreds upon hundreds of posts of nothing but screams, panic, and stroking my ego. Overall it was very amusing. To this day, when I am bored, I will still go re-read old threads. This same amusement is what kept me working on the project, and putting out updates, for many months. Each major content patch I released would offer a new surge of activity, which would then continue to amuse me. Hearing other's thoughts and suggestions also excited me, since many of them were way better than anything I could ever come up with myself.To this day I've spent a little over two years working on the game. Development was much faster at first, make no mistake- I was excited about releasing it, fueled by the amusement of others, and had few responsibilities. As time went on my own enthusiasm waned, which meant less major updates, and then less people talking about or playing the game. No longer was I gaining any amusement out of the project, or at least very little. Getting donations for all of my games helped, but not too long after that development felt more like a chore than something awesome to waste my time on. School and my part-time work hasn't helped at all.Twice now I've taken a break from development, for several weeks at a time. This was necessary to cool off and get a breather before resuming the trudge once more. The final nail in the coffin, that killed any enjoyment I had left, was the recent scare. I won't go into details on that, but I'd already been very burned out and needing a third break when it occurred. This lead to me crunching on Chapter Master for two weeks straight, forgoing any contact outside of work or school to keep the game going- without it I'd have had to stop school, again, and focus on my other work. That would not have been fun.So here we are today. I am going to be taking a moderate risk, but it's for the sake of my sanity. Starting October I will no longer be developing Chapter Master. In return, I will be open sourcing the project- all X lines of spaghetti code. I only ask that you be aware that my programming skills have improved over time, and much of the abomination that is the games code is not an indication of my current ability (with GMS, at least). I have enough funds saved up to go to school for a while, including financial aid, so I will continue perusing my dream of working on social/domestic robots.It's worth mentioning I still enjoy making games way too much. Chapter Master is not the last one you will see. About half a year back I assembled a team of similar minded people to begin construction on Towergirls the vidya. In a short while we should have a demo ready, and then we will begin accepting community writing for dialogue and plot. This is a very, very nice change of pace and I hopefully won't get sued over it.That sums up about everything. Here are some links.Interstellar Army Simulator 2015: Source CodeChapter Master 0.6555: Source CodeOriginal Design Document (former project)Original Original (I accidentally changed the permissions on the below link, it's not owned by me, I thought it was)Features That Were PlannedIt's been two monotonous but fun years that I wouldn't trade for anything. The hopes and dreams for Chapter Master can live on in the community, where it started, and where it belongs. With the source code any of you can continue development, or begin to pick it apart and move worthy bits on over to an actual programming language. I hope this is the case- I'd love to see the game become the abomination that everyone wanted.I will still be lurking and you should expect to see me when Towergirls the Demo goes live.Until then, remember- you are all special snowflakes on the Emperor's front steps.
-Duke
