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NOTE: I'm currently maintaining a fork of ScummVM on github that contains the Asylum engine as a feature branch. If you'd like to follow the progress (or fork it and continue development), checkout the source at: https://github.com/alexbevi/scummvm/tree/asylum
Gamasutra has a postmortem here (http://www.gamasutra.com/view/feature/3299/postmortem_dreamforges_sanitarium.php) Current ProgressOctober 16, 2009Quite a bit of work was done over the summer. Sadly though, progress has ground to a halt for the moment. I'm going to be unavailable to the project for a while now as I've got very little free time any more due to changes in my "real" life (family issues, new contract .. etc). Figured I'd update everyone here, as I'll still be available, but sadly, won't be contributing for the next few months :( Hopefully someone else can pick up the slack while I fulfil my other obligations. - Alex July 8, 2009Several changes have been made, so it's high time to make an update here :)
June 16, 2009The guys have figured out the text options in the menu screen so other than those that require interaction (Save/Load/Settings/Cinematics), we're done with the menu. The Credits screen works, as does quit confirmation. The main actor format implementation is starting to take shape. We've moved beyond the main menu to the first scene (The Tower Cells). The scene is slowly being parsed, as we're pulling the background from the parsed scene, as well as the animations. The main actor format is also underway. We've deduced the contents and have placed a test loop of the actor walking over the background.
June 6, 2009Resource loading is job one, scene implementation is job two. The various formats (graphics, sounds, music, curors, palettes) are more or less in place. We've also got the menu up and running, but no event code associated with it (so you can't click on anything).
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