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Showing posts from 2014

Funny bug

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Well today I had funny bug debugging my code :

Short story about donations.

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I will create whole post which will answer one of comments: " Hi Angelus, do you accept donations? I would be more than happy to help you remake LBA, and more if you can remake LBA2. Please share a Paypal account where to send you some money and, with some advertisment, we can get this to it's finish point." No I don't. When I was starting this project I made decision that I won't take any money for it because I don't have the right to title. I would be really more than happy to hear from Frédérick Raynal: "Hey, Greg your work is awesome we would like you to do whole remake of Little Big Adventure". It would change a lot in the way I deal with some stuff. But well I don't think this will happen. Original team doing the remake and I don't plan to interfere with this. They own the rights to title and it's world. Right now I know that I have some delays with my initial plans I know that the project don't go as fast as y

Sound of silence

Well silence came to my blog (Again :P). Once again come to me that I complete forgot about posting some information how the development go on. Sorry for that but I spend as much time in development as I can (there is not to much time for it lately but well I managed to do some things). The final effect for it is that I forgot to post news. But I need to thank in this place for support that you guys giving me even without any updates from my side. Thanks for that it mean really a lot for me. So there were few changes: There is happening big change in the way I handle resources. Right now I added functionality which prepare as much data as it can offline. Saying simpler :  Quicker launching of game, And a lot nice tricks and possibilities of extending to my collection.  I started porting project to Linux (this is very early stage of this process) but in meantime of porting I do cleanup and extending capacity of system so it take a little bit more time. I thinking also abo

A little delay

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Like topic of post say there will be small delay with releasing of build. I initially planned to do it this weekend but well I didn't make it (in this moment I expect month to finish everything what I want ). This post will be my summary what went wrong (-) and what went good (+) so it should be funny to read.

Far Cry 4

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Like some of you noticed in my  professional portfolio page  for last 8 months I work for Ubisoft Montreal as Engine Programmer. Till now the project on which I work wasn't officially announced so I couldn't write about it. But with this day it changed :] Here I presents you : Far Cry 4 P.S. I used also this occasion to do small update of my professional portfolio page.

Component system

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This time some more technical post about components system that I work on. So lets start from begin :) Making decision about switching to components took me almost year. Seem like pretty long time to rethink everything. But not necessarily when you need to change big part of your code base. So I focused on finding all pros and cons behind new system. In meantime I had a lot of talks with programmers friends in Poland and here in Canada. Thanks to them I was able to create my own opinion and vision what I want to achieve with this new code.

Few words about remake

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Time is something funny we don't notice when but it pass by so quickly. Few months ago I announced release of this pre-alpha build. Then it was so far away right now only a little bit more then month left. You probably wondering what changed in this time. So below you will find some summary of biggest changes (from my point of view): Component base architecture  Decision on big changes in engine architecture aren't easy. I think that transition from class base approach which looked like that : class CGameObject class CModelObject : public CGameObject class CPuppetObject : public CModelObject class CChcaracterObject: public CPuppetObject  to component base ( like in Unity 3D ) was one of the biggest and most problematic changes that I done in White Rabbit Engine in last years. I needed to change a lot of code, don't break the game that I have and in the same time change my approach to resolving problems.  Level Editor : New components system. Right now tr

True remake

And once again I will use one of your comments as topic for post (I will try to keep it short because I'm in meantime of work on project). LBA is arguably the best game created. A true remake of this game, therefore, would not be easy. Keep up the great work! I really agree that LBA have some unique charm which you can love all your live. Because of that I'm almost sure that I will fail in recreating it for you. Probably you wonder why I said it that way ? Answer is easy, each of as like different aspect of the game. I know what I liked about it and few other people that described their thoughts in comments. But I don't know what you liked the most. That's why what I will serve you will be only my interpretation how this remake should look. Some of you will probably like it other will hate it. I'm prepare on that, such a life. But I want to believe that after I will release tech demo there will be really allot of people that will share their thoughts about it