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I'm working at a free and open source games. And the primary project is "Decoherence" (in active search for a better name :)) which is a phase-based RPG. After a serious failure a year ago and rewriting everything from a scratch, eventually it seems that the GUI is starting to work as expected.

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Hovering over targets or player characters' healthbars now shows health or other stats depending on game context.

Fixed global/local coordinate systems issues... Still, the priority should be to introduce actions. I already want to hit that guy in the center, not just stare at it :D

It feels so wrong writing stories instead of programming. Ok, now I have over 50 pages of The Circle of Imerah platformer storyline in three "books", including lore; also I've gathered most of the free assets required. Only one question remains: Was I actually really going to make this game?

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Finally a buggy enemy appears. I hope it'll make things a little bit more vivid.

Made cursors for while trying to understand how it's best to merge Acclaim skeleton with Blender-made model, which appeared to be a much harder task than I've anticipated.

Struggle to make a parser for Acclaim ASF-AMC MOCAP data in FreePascal. Almost there... Once I can get this one done, I'll have access to 2600+ free MOCAP 3D humanoid animations and I already have some idea how to add procedural animations to those

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Those who think they have not time for bodily exercise will sooner or later have to find time for illness. ~ Edward Stanley

C`mon. There gotta be a way to understand X3D H-Anim specifications... Same feeling as with GIT documentation - I understand all the words, but I can't make any sense of the sentences... ☹️

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Since a few months I've the idea of forking a little side project from RogueBox Adventures after the next release. The game would have one huge randomly generated map with towns,wilderness and dungeons on it and play a bit like a classic crpg. I also have an raw idea for a plot already where the player needs to solve different themed dungeons in order to save the world.
I'm not sure if I really will start this project but I guess it could be a cool game.

Today I've been playing a cool game: It's really amazing! You can create your own mech, equip it with tons of different stuff, including modules, armor, radars, missile launchers, swords and embark on a quest to help the Universe deal with planets ecology :)

Reorganized completely the Actors bodies management system. Now it's ready for multi-component bodies with skeletons.
Yeah... and failed . Eventually I found the problem with my jams - I'm zero in "front-end" (i.e. GUI) development - it takes me months (actually years) to make something usable. That means no jams anymore. They just bring depression and understanding of own uselessness. Just keep on pointless work on Decoherence - I know I can't ever finish it.

So, finally, reworking of bodies is near the end. Everything is working stably again. Next I need to generalize the procedures for them to support multipart bodies.

Ok. "Body" architecture is sent flying into the space. Complete remaking the Actor.Body to have "bodyparts" hierarchy. Damn, my little brain is melting... Also, I'm left with an unstable master branch just in time for ... arrrgh...

Arrrrrggggh... I have to rewrite completely the Scene loading procedure, thou it will allow unification of all 3D objects in-game management. But that's darn rewriting 2 units of code without being able to compile anything... in order to get animated bodies finally working.

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