Flare

Tile engines

January 15, 2010

It turns out that tile engines are not as hard to make as I thought. That explains why everyone and their sister has a video on YouTube of Crono running around a pixelated meadow. So when I went to build mine, I didn't expect I could make a good one in less than a month. Less than a month later, I've built a good one. It looks awful, and you're not getting any screenshots for a while. But I'm rocking an 8-way run, multiple levels, and basic cinematics. The real sticking point is dialog. If I can nail that, it's smooth sailing from here to my eventual hostile takeover of Square Enix.

Mwa ha ha.

Still alive

December 7, 2009

I love both versions of that song, from Portal and Mirror's Edge. In case you were wondering, yes, I am still alive, and so is this project. We're in holiday break right now. This isn't crunch time, and I don't have a pack of investors breathing down my neck, so I can tell my happy volunteers so hug their families (or not, as the situation warrants). We're on track for a 20XX release, just days before the Earth crashes into the Sun. Until then, enjoy Assassin's Creed 2 (uh, and tell me to stop playing it if you see me on XBL).

Toothpaste writing

October 20, 2009

I'm sure this is familiar to anyone who's written a story before: you have your beginning, middle, and end, with a list of events to cover along the way. But as you start the linear writing and discovering more about your characters, the events turn out differently than you expected. It's weird, like pushing toothpaste out of a tube and finding walnuts coming out of the cap. Walnuts that think they're people.

Are you a living monster?

October 8, 2009

One of my favorite parts of the Flare code base is the system that handles character combat actions. When a character is attacking or casting a spell, or when a monster is attacking, you need to be able to only run that one action. There's lots of checks involved: are the actors still alive? If you're casting a spell, do you still have enough MP to cast it?

If yes, go on with your action. If no, we need to do a little checking to see if that action can be squeezed in. Look for another target if the monster you want to attack is dead. I really enjoy programming these bits of usability. Here's a segment from the Encounter.cs class.

Ground floor

October 1, 2009

Hello happy people. I'm Jordan Roher, project lead for Flare. I do some of the programming, writing, marketing, web design, and all of the worrying about this game. Thanks to the generous editors at Destructoid.com I've found a few talented individuals who are helping bring this game to you.

This blog has no publishing engine, no comments, and no RSS feed. It's just me and a copy of Dreamweaver. If you want to comment on one of my posts, send me an e-mail. To see what's new, check back once a week. I don't have time for a content management system; all my energy is spent working on Flare.

I'll use this space to answer questions, talk about my struggles writing in C#, and post concept art or snatches of code. Flare is still quite a ways from release -- maybe you could tell from the combat prototype -- but it's nice to see you here on the ground floor.

While you wait through Flare's interminable development, why not enjoy a few laughs? I wrote a webcomic called The Villain when I was at Florida State University. It was tnspired by 8-Bit Theater, and my one claim to fame was making a guest comic. Fairly proud of the punchline.