Author Archives: Eric DeBrosse

About Eric DeBrosse

Lead developer of the Orion Engine.

Object Identification

The examine dialog can now be used to identify all objects in the game that can be interacted with. This includes everything in your backpack. New treasure chests have been added to the areas where the portals take you, all … Continue reading

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Drag and Drop

The Trade Window in the game finally works correctly, and consistently. There was a lot of frustration getting there however! I kept finding a lot of weird quirks with how I implemented the drag and drop feature. For example, I … Continue reading

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Avatar Trade Window

Currently working on the “Trade Window” in my Been There Game client. This will be used to safely trade items between two avatars, or a vendor NPC. To open it, you simply double-click another player’s avatar. If the other avatar … Continue reading

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Treasure Generator

Still working on the massive inventory system. There are a lot of small details to deal with! The treasure chest is working great now. Reward items can be spawned when an avatar opens it. The treasure generator allows you to … Continue reading

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Animation System

I was planning on adding a chest that can be opened into Been There Game. However, I discovered that my keyframed animation system was not working totally correct. To deal with rotations that don’t happen around the object’s center, I … Continue reading

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Web Server OS Upgrade

Testing out the fresh installation of Red Hat’s Fedora 32 Linux. Everything seems to be working great!

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Dropped Items

Some things came up recently where I had to take a short break. But I’m back at it again. The game’s inventory system was nearly complete. I just need to finish dealing with dropped items. Once this is complete, I … Continue reading

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Been There Progress

Still working on the inventory system for the game. Much of it is finally in place. You can move items around, and organize your packs. You can give items back and forth between avatars. Also, when you wield your weapon, … Continue reading

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Been There Inventory System

I’ve been working on the inventory system for the game. It’s key to getting the other systems in place; like the combat system, avatar armor, weapons, etc. It turns out to be a little more complicated than I had originally … Continue reading

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Multithreaded Orion Engine

I’ve been working on making the Orion Engine more thread-safe. It’s desirable to be able to load a scene, while another is currently rendering. It turns out Direct3D 9 is not ‘thread-safe’. If you attempted to use our previous version … Continue reading

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