Tuesday, December 28, 2010

2010 Year in Review

It's hard to believe it's already been a year since I started sharing my progress on SFPC here!  In that time I've gone from what amounted to a simple map viewer and editor that could show a few text windows to something that is really starting to resemble a game, as can be seen below!

Want to try the demo for yourself?  Download it here.

Over the past 11 months, new additions to the engine have included:
  • Music and sound effects via the Audiere sound library
  • A custom scripting language used both to control game events and logic and construct game assets such as characters and equipment
  • A turn-based strategy RPG combat system with basic enemy AI
  • Animated battle cutscenes that show the results of each engagement playing out on the battlefield
  • A more robust system of windows and menus that tie the game together
  • Some slides (.pdf) discussing some of these features in more detail are available here.
I've come a long way as a programmer as well.  The hours and hours of work on SFPC alone have provided great practice, but I've also been reading some great books such as Scott Meyers' Effective C++.  I've been taking my time reading it, applying what I learn to polish and refine SFPC to make sure the lessons stick.  I've also learned a lot from my recent experiences in trying to get a job as a programmer in the games industry.  I'm not there yet, but I'm still trying, learning more and more as I go, and it's only a matter of time now before I finally get my big break.  I just have to keep reading, keep programming, and good things are bound to happen!


  1. Tried the demo yesterday and noticed a couple of things that are missed in the battlefield.
    That are: 1)force members doesn't turn around when selecting a target to attack, and 2)white targeting square doesn't appear when the monster chooses target to attack. I guess this just didn't coded at the moment?

    And yes, your work is awesome as usual. Keep it up! Hope to see a new update soon!

  2. Loved it Ken, but I also noticed a few bugs.
    1.) I noticed that if I hit the spacebar a bit to fast, during the attack animation the menu would stay visible. Then when the next character's turn came up I would have to tell them to attack to cancel out of the menu.
    2.) The other bug was when I was fighting the last archer, Slade was outside the usual archer range (normally 2 tiles, Slade was 3 tiles away), the archer managed to attack him. Not sure if he has further range or if it was a bug.

    Anyways, it's coming along wonderfully, keep up the excellent work!

  3. The targeting bracket stuff is currently player characters only, and they don't face their targets yet, either. Not correct, but also not done yet!

    The extra attack menu if you mash space is definitely a bug, I'll have to look into that.

    The enemy archers do have a range of 2 and 3, that was deliberate.

  4. Hello,
    I wonder if you already knew this?
    It could have helped you at the beginning. But by now you already seem to have implemented more than this code covers.

  5. Es impresionante tu trabajo. Me encantaba jugar Shining Force de niño.

    Espero que sigas adelante.
    Gracias por esto.

  6. Is there a chance to see a some update soon or the engine development has been stopped?

  7. Development has slowed down, sped back up again, stopped completely for about a month (vacation!), then started up again recently. I do have updates, but they are all performance, bugfix, and editor related at this point, so nothing worth publishing yet.

    I also have other news, all good for me, but some bad depending on your perspective. I will definitely have a longer post with the details soon.