Star Trek’s second mission, “Hijacked”, is finished. It’s very short, only consisting of 4 rooms. Despite this, the devs didn’t fail to insert a number of bugs into the mission, most of them in the final room.
The main task of this last week was to implement saving. This had a surprising amount of nuance to it, since I need to provide ScummVM with various metadata, including a thumbnail of the savefile, the savegame description, etc… fortunately it wasn’t too difficult to use other engines as templates on how to accomplish this. I’m quite glad I found out about ScummVM’s built-in serializer before starting on this, as it reduces the amount of redundant code by a lot (saving and loading is done with the same code).
My work this week has been the repetitive and somewhat tedious task of rewriting the code for Mission 1. It did take a while, but hardly the entire month my original schedule called for! My original schedule didn’t anticipate that I would finish the entire game within GSoC, but at this rate, it seems quite possible.
It’s been a week and change since GSoC started. When we left off, I’d just finished implementing pathfinding. In the week since then, I’ve been busy implementing the action system, which is central to any adventure game.
Google Summer of Code officially started yesterday; but, since I got started a bit early, I already have a week’s worth of things to talk about. If I want to support both Star Trek: 25th Anniversary and Star Trek: Judgment Rites, I need to get moving!
This summer, I’ve been accepted into Google Summer of Code to work on the ScummVM project. My task: to reverse-engineer Star Trek: 25th Anniversary and rewrite the game’s code in C++ as part of ScummVM’s framework.
People who know me online know that I love the Oracle games, that is, The Legend of Zelda: Oracle of Ages and Seasons for the gameboy. I used to have speedrun records for both games, though my only record still standing today is my 100% record. I wonder why…