Story of a Sheep Dog It was mid-January 2007 when I decided it was time to give the Lassie editor a face lift. The Director system was clunky and archaic, and not terribly well matched to creating layouts intended for Flash. So, the concept was simple: rebuild the exact same editor tool in Flash; and so Lassie Shepherd was born.
And yes, it fizzled over the following months. While the Flash editor concept was good, there was a lot working against it... The biggest of which was the fact that the Lassie game player had many fundamental flaws that a new editor would not resolve. A new version of the same editor would just perpetuate the same application problems. Also, a new version of Action Script was on the horizon, making AS2 projects soon-to-be obsolete.
However, direction was restored in September of '07 when Matthias Kempke and I went hiking in the Swiss Alps. We hammered out a pretty solid direction for the Lassie engine to head in, which addressed major requirements of the game player its self. At Christmas '07, I started on Lassie SuperSheep, the new Lassie game player application. The system is looking pretty good, although development tapered off as it became more and more crucial to get a data provider worked out before proceeding on the game playback engine (...because you can't run a game without data!).
And so it was that in mid-January 2008 --almost exactly one year after conception-- Shepherd went back into production, from scratch, written in ActionScript3. Now two months later, I've rebuilt a massive portion of the original editor... and we now have a prize for con-*test*-('") winners:
http://lassie.gmacwill.com/shepherd
A login.
fatbuoy1- 03-13-2008
I feel strangely motivated! :D
NigeC- 03-14-2008
very impressive Greg
bigmac- 03-14-2008
Thanks Nige... glad you like the title screen :)
To expand upon this announcement, I'd like to create a few positions on the Shepherd development team. I'm seeking an interface designer or, more importantly, an icon designer. I'd really like to get an additional mind into the process for designing a comprehensive set of graphic (one-color) icons to decorate the tool set and give identity to each tool panel... something that could cross over an serve as a mirrored graphical navigation within documentation.
NigeC- 03-14-2008
I wish i could help, but i suck at such things..
I'd be up for doing the demo game :) .. nice second con-*test*-('") option ;)
just out of interest what happens to Lassie AS.. will it go open source?
fatbuoy1- 03-14-2008
interface designer
I'd be up for giving that a go, though no idea how good i'd be or how much time i'd be able to give to it... :(
bigmac- 03-14-2008
I'd be up for doing the demo game :) .. nice second con-*test*-('") option ;)
just out of interest what happens to Lassie AS.. will it go open source?
You're on for the demo; though it won't be for many (many) months still... don't get me wrong, we're still a long way from having an integrated environment. I've got about 85% of the room layout editor now built, which is the biggest and most massively complex portion of the editor. All the systems interfaces (inventory, default dialogue, etc) are utterly simple in comparison, though I haven't touched any of those yet. Once all editor systems are working together, the data needs to be written out as XML... AND THEN I can go back to working on the SuperSheep game player. Oie, just thinking of the mountain to climb often makes me want to give up. :cry:
As for LassieAS going open source... dunno. I haven't thought about it.
bigmac- 03-14-2008
interface designer
I'd be up for giving that a go, though no idea how good i'd be or how much time i'd be able to give to it... :(
I'd be happy to have you on board, but here's what I'm looking for:
Wireframes... those are just box and circle sketches by hand or in illustrator depicting how buttons are arranged and what button does what. We need wire frames of all editors currently contained within the "Config" tab of the current Lassie editor. Streamlining those editors into a smoother, cohesive tool is part of the process. Once we have some good interactive concepts, I'll turn the designer loose within Shepherd to design the UI graphics.
NigeC- 03-14-2008
You've done an amazing job in what seems a short space of time and learning AS3 along the way, your doing a great job
If you do, do a demo con-*test*-('") or whatever.,, i promise not to feck about and make it do stuff its not ment too :roll:
uncrosses his fingers
the reason i asked about AS was to see the player FLA.. it might help with my Myst type game ventures.. i kinda work better by example :oops:
bigmac- 03-25-2008
Update: the Shepherd room editor is now at about 95% complete, so I think I'm about ready to run round-1 of user-feedback this weekend. Round-1 will only involve a single user; I have someone in mind.
However, I'm also recruiting for a documentation writer / compiler. If anyone is up to the task, I'd like to have someone else start learning the app inside and out and start writing about its controls.
NigeC- 03-25-2008
Cool 8)
How techie do you want the docs?
I'd gladly give it a go but it would be more in Layman's terms, than a Flash developer
You know what we have planned so theres going be a lot of in deep work todo anyway so i don't mind sitting down and writing about how things work and how to use it
bigmac- 03-25-2008
Nige, so long as you spell check, I don't mind things being in Laymen's terms... in fact, I'd prefer it. My documentation suffers the plague of being written by the guy who built it. I think all these little crappy details are important and end up writing about all the wrong things that 95% of the world doesn't want to know about or understand. So, we'll talk more on this subject back channel. Either way, I've got Matt lined up to do the first official -*test*-('") drive this weekend. Pending his reactions to this interface monstrosity, I hope to have documentation writing going next week.
NigeC- 03-26-2008
The Lassie AS tut was very rushed.. but the intention was with it being a wiki originally, people could build on it, but no one ever did.. but yeah it was done online without spell check :oops: but it was my first attempt at writing such a thing, and i didn't know if it would be any use
I do realise its not a tutorial your after
Just to say, the docs you've done so far are very good :D the CS3 section i grasped straight away.. nice work
Drop me a line when your ready
bigmac- 03-26-2008
Just to say, the docs you've done so far are very good :D the CS3 section i grasped straight away.. nice work
Drop me a line when your ready
Oh, which doc are you referring to? You didn't review the Media Library documentation did you? Those media libraries are THE single biggest change in Shepherd / SuperSheep and one of the most powerful new features in AS3. I'm really excited to be using them, but they are more technically demanding to set up. I tried to be pretty explicit in the library tutorial since that will be the single biggest make-or-break point that gets people using Shepherd versus not. If you haven't read over the Library documentation, I would really appreciate a non-techie's opinion of it.
NigeC- 03-26-2008
Yes the media libraries sections.. I grasped what you where saying first time and could make sense of the creating a new document section :)
I found it easy to follow and none of it went over my head.
Once its all in context it will be a lot better obviously.. but I'm really looking forward to having a go now
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