Hey everyone...
So, it's been exactly one year since I formally announced Skyrim CE, a BASIC adaptation of Bethesda's fantastic RPG title. As you may notice after perusing this thread, I presented some lofty goals for myself and plenty of dates that kept getting pushed back. Alpha in January! No, March! Ack, uh, August! Uh, now October...?
Well, October is just about done too, and what do I have to show for it? Basically nothing of tangible value, I'm afraid; I can't even reproduce some of my old screenshots now given that I've reworked the entire engine (and still am). Progress is mostly under-the-hood engine and processing design, which amounts to designing Python scripts and spreadsheets for compiling and managing the heaps of data comprising each quest and NPC and region of the map.
Binary compression? Try decimal compression. Thanks TI-Basic lists for being needlessly weird.
That's a basic idea of how I'm keeping track of everything; those with some experience with BASIC data compression can probably guess what the above formats mean.
But this stuff is boring! Tedious! Of little use to you, fellow Cemetechian who at least has passing interest in this project. I need to get you guys something real, something to play with, or gawk at, or at the very least critique (and no, criticizing my work ethic doesn't count; I'll good enough at doing that myself).
So, what can I give you? After one year of college taking-up far more of my free time than expected, the scope of the project being redone at least six times, and my ability to procrastinate ascending to ludicrous levels, what can I provide?
Well, I'll tell you what: firstly, the GitHub page for Skyrim CE. I've updated it with all kinds of relevant documentation, progress, and a log of everyone here who has helped so far, no matter how small. This will most likely be the best place to get a handle on my behind-the-scenes work, and I'll do my best to keep it updated since it is a nice reference even for me as I work. The page will eventually be where I host downloads and some content creation guides.
Secondly, a date for that darn Alpha: late December or early January. I want it to be a bit of a Christmas present to you all, and I believe it to be attainable at this point. At the very least, I'll have the engine done, though the Alpha may be lacking in the amount of content to actually interact with. I'll plan to make a "trailer" of the first few minutes of gameplay around that time too (akin to the iconic first scenes of Skyrim).
And darn it, hold me to it! I've said it before and totally didn't listen. Get angry! Maybe you don't even care much about this project, but some fake enthusiasm would keep me, well, enthused. Because, to be frank, my discipline for working on personal projects is terrible, but my fear of missing deadlines is intense (and I mean real deadlines, so make them real for me).
I'll close this off with a real apology: I'm sorry guys. I've slacked hard at your expense. I need to step it up.
Oh, and a bit of sheepish apology for posting certain updates in other threads; it was confusing and pointless. Everything relating to mainstream progress on Skyrim CE will remain in this thread from now on for your convenience.
Special shout-out to Argus for resuming this thread, and everyone else for keeping touch.
So, it's been exactly one year since I formally announced Skyrim CE, a BASIC adaptation of Bethesda's fantastic RPG title. As you may notice after perusing this thread, I presented some lofty goals for myself and plenty of dates that kept getting pushed back. Alpha in January! No, March! Ack, uh, August! Uh, now October...?
Well, October is just about done too, and what do I have to show for it? Basically nothing of tangible value, I'm afraid; I can't even reproduce some of my old screenshots now given that I've reworked the entire engine (and still am). Progress is mostly under-the-hood engine and processing design, which amounts to designing Python scripts and spreadsheets for compiling and managing the heaps of data comprising each quest and NPC and region of the map.
Binary compression? Try decimal compression. Thanks TI-Basic lists for being needlessly weird.
That's a basic idea of how I'm keeping track of everything; those with some experience with BASIC data compression can probably guess what the above formats mean.
But this stuff is boring! Tedious! Of little use to you, fellow Cemetechian who at least has passing interest in this project. I need to get you guys something real, something to play with, or gawk at, or at the very least critique (and no, criticizing my work ethic doesn't count; I'll good enough at doing that myself).
So, what can I give you? After one year of college taking-up far more of my free time than expected, the scope of the project being redone at least six times, and my ability to procrastinate ascending to ludicrous levels, what can I provide?
Well, I'll tell you what: firstly, the GitHub page for Skyrim CE. I've updated it with all kinds of relevant documentation, progress, and a log of everyone here who has helped so far, no matter how small. This will most likely be the best place to get a handle on my behind-the-scenes work, and I'll do my best to keep it updated since it is a nice reference even for me as I work. The page will eventually be where I host downloads and some content creation guides.
Secondly, a date for that darn Alpha: late December or early January. I want it to be a bit of a Christmas present to you all, and I believe it to be attainable at this point. At the very least, I'll have the engine done, though the Alpha may be lacking in the amount of content to actually interact with. I'll plan to make a "trailer" of the first few minutes of gameplay around that time too (akin to the iconic first scenes of Skyrim).
And darn it, hold me to it! I've said it before and totally didn't listen. Get angry! Maybe you don't even care much about this project, but some fake enthusiasm would keep me, well, enthused. Because, to be frank, my discipline for working on personal projects is terrible, but my fear of missing deadlines is intense (and I mean real deadlines, so make them real for me).
I'll close this off with a real apology: I'm sorry guys. I've slacked hard at your expense. I need to step it up.
Oh, and a bit of sheepish apology for posting certain updates in other threads; it was confusing and pointless. Everything relating to mainstream progress on Skyrim CE will remain in this thread from now on for your convenience.
Special shout-out to Argus for resuming this thread, and everyone else for keeping touch.