Monday, January 19, 2015

Progress page

Killah pointed out in comment of previous post nice thing:
"Why don't you post an map progress of the mod, like percentage of level done, animation, scripting, on what you need help etc"
So this state is already fixed. There is new page with progress of work. Right now I put there things I'm currently working on and I will update it with the future one when I will start them.

Full road map will need to wait a little bit more because right now preparing it would take me a little bit to much time but still I want to believe you will like this new idea from "Killah" (thanks for it).


Sunday, January 11, 2015

New year, new problems, new announcements.

Lets start with the best wishes for year 2015 :]

2014 Summary

I'm still alive still active and I will do short summary of previous year :

  • Looking back on all my posts in 2014 I need to say "I suck in writing posts" :| I didn't done too much of them. I will try to fix this this year :)
  • I failed to release the demo which I announced - Sorry here :/ "Mea culpa"
  • Company where I work: Ubisoft Montreal released Far Cry 4
In project itself changed a lot. Git statistics told me that I: 
  • Done 440 commits
    • Average in month:    40
    • Minimum in month:  11
    • Maximum in month: 83
  • Modified 247328 lines (without added/deleted files)
    • added:     137386 
    • removed: 109942
  • Modified 742856 lines (including added/deleted files)
    • added:     288150 
    • removed: 454706
This commits  included:
  • New UI system.
  • New resource system. 
  • Switching to component objects.
  • New serialization of data.
  • AI use nodes to define behaviors.
  • Partial port on Linux (I'm still working on it).
  • Switching on SDL 2.
  • And a lot smaller changes which I don't remember.
What this commits don't include are:
  • New GUI graphics.
  • Creating some development scripts.
  • Configuring continuous builds machine (I still working on this)
  • And probably few other things I don't remember.
New problems

This year didn't started too well for me. The 2nd January my hard drive broke. I needed to recreate whole working setup. If this wasn't enough my copy of data was on external HDD which after connecting ask me if I want to format it because file system is corrupted. So I had fun.

Finally after few days I was able to recover most of data from hard disk and repair file system from external one. I could finally work normally, but well few days lost. Good thing that I use this occasion to improving the way of configuring new computer for project.

New announcements

There will be few announcement this year. I know some of them already and some are still prepared but about them later. 

The fist one is with this year Little Big Adventure Remake will get new logo : 

And wit this I will finish this first 2015 post. To the next time.


Sunday, October 19, 2014

Funny bug

Well today I had funny bug debugging my code :

Thursday, October 9, 2014

Short story about donations.

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 you would like. Don't worry it don't go as quick as I would like also. It just that the quality of game changed in last 4 years really great. I started with this:

And after 4 years we have : 

And this is not the only thing that changed. When I was starting I was still in university I just start working at Techland an some people thought that I will never go so far and give up on project. Right now I already finished university, work for Ubisoft and there are still people that think that I will give up and never finish this. 

Well I cannot say that I don't have any doubts. You know for 4 years I spend enormous amount of time into this project, I developed really a lot of code, made a lot of content and I'm still pretty fara from success. If you combine this with my daily work then it's need really a lot of effort to find motivation to finish it.

But well there are occasional messages like this which give you strength for next long night of coding. And maybe something will change and this small project that I started 4 years ago will evolve into something great.


Wednesday, October 8, 2014

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 about increasing minimal requirement. There will be need graphics cards supporting at least OpenGL 3.1 because I would like support Uniform Buffer Object Extension which should give me some additional performance.
In meantime of course I do a lot of smaller changes which I will skip for you. But well I'm assure you that project is still going on and look a lot better with each next submit. 

That's why if everything will go fine I should have more news, movies, screenshots. But well there is still a lot of work in front of me. And I need to focus on them because my task is not easy but I try my best.


Sunday, June 8, 2014

A little delay

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.

Thursday, May 15, 2014

Far Cry 4

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 :

P.S. I used also this occasion to do small update of my professional portfolio page.

Wednesday, April 30, 2014

Component system

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.

Sunday, April 20, 2014

Few words about remake

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 transition going nicely and I'm happy with achieved results but if somebody ask me: if I would decide to do it again. I would need to think twice before answering.

New game GUI system

Old GUI system shown in previous presentation was only some base prototype. It was hard to use, hard to extend and didn't allow on creating anything very efficient. But it worked so at that point it was enough. 

But at some point the change was needed and it happened. Following ideology that GUI should be something that is easy to use and have quick iteration speed new system was created. This time with dedicated editor. 

GUI Editor : Opened L.B.A. in game menu.
For me system itself is some kind of experiment. It's base on a little bit weird approach that when you thinking about GUI but we will see how it will end. From my experience with it (till now): I like it. But how it will end in long term I don't know. We will see.

Development speed

White Rabbit Engine is gathering all my experience and ideas about how quick and efficient development of game should look. It's possible because I works on tools that I develop which is sometimes surprising/terrifying experience. 

Level Editor: Prison level
So because of that I developed one rule to deal with it. If something irritate me: it need to be changed. I follow this rule in code and tools. Sometimes this changes take one day, sometimes week but I see that in long term all of them allow me to increase speed of development. Which is good.


So a lot happened in last few months but this is only beginning. I work really hard on game and technology behind it. It's not easy. Project growing and right now contain : 
  • 605 header files (*.h)
  • 484 source file (*.cpp)
We need to add to this all other things : plugins, scripts, models, textures, icons and few other things I don't complain that I don't have anything to do. But still I try really hard to finish public pre-alpha build on time.

So to next post.

Saturday, February 22, 2014

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. They will tell me what they like and what don't. Allowing me to change it the way it will be the real remake of game that they like so much.