Build 1404 Available for Download
For a while there, I was worried that I’d have to spend tonight writing a post on why I blew a deadline, but, thankfully, after much frustration, I do have something to show. It’s not much, but it is something.
The jump from UDK to UE4 was a bit wider than I had first thought, but it’s manageable. My biggest hurdle so far, believe it or not, has been dealing with the freedom that C++ provides, as compared to Unrealscript. Part of the issue is that C++ provides a couple thousand more ways to shoot yourself in the foot than Unrealscript does (and as Bjarne Stroustrup pointed out, when you do shoot yourself in the foot, you blow your whole leg off), and part is the utter bewilderment that comes from suddenly having a huge amount of really complex, really awesome options laying in front of you. Being presented with so many choices all at once is a pretty intimidating overload.
I’ve also started posting code to GitHub,
though I probably should move everything over to Assembla at some point in the future so that everything is in one place and I can easily reference commits in tickets [edit: just found, set up, and tested GitHub/Assembla integration]. I haven’t actually ever used Git before, and after a week with it, I’m wondering why in the hell I ever put up with manual backups before.
…not to mention that I lost about two weeks of time to The Elder Scrolls Online, but that’s a story for another time.
The time system is working! It’s not plugged into the sun, so the sky doesn’t update, nor is it plugged into any kind of onscreen display, so you’ll need to run the game with -log to see the time change, but hey – it’s working!
added a zoomable third/first person camera. Use the mousewheel to zoom in and out. I plan on adding an option to disable head bobbing, but for now you’ll have to deal with it; apologies to anyone who gets easily seasick.
There’s no menu, so to exit, press [`] or [~], (below [ESC]), type exit and hit [enter].
All development and testing is done on the 64-bit platform: I have done only minimal testing with the 32-bit build and cannot guarantee anything about it.
To start the game, extract the contents of the archive, navigate to icnfrpg/Binaries/ and then to either Win32 or Win64, depending on your platform – if you’re not sure which one to choose, go with Win32. From there, make a shortcut to icnfrpg.exe somewhere, rightclick on the shortcut, go to Properties, and add -log to the end of the Target field.