Posts Tagged: Development

Vimeo Link: http://vimeo.com/24908285

AI Part 3

(v.008)

This update was fun to make.  I tweaked the AI a bit, its still very difficult, but thats whats awesome about it.  Enemies now have guns (in the video one has an ak47 and the other a shot gun) and health and can shoot the player, who now has health too.  Also new is that when the player gets shot/the enemy gets shot, a neat particle effect shoots out.

Changelog:

-Better AI

-Shooting AI with different weapons

-Particle FX

Vimeo: http://vimeo.com/24857477

Movement works!

So now I’ve got Basic Enemy Movement…Score.

Now I just have to make it more efficient in that if they can’t see the player, to move to the last seen position.

This will be hectic.  That makes me smile.

Vimeo: http://vimeo.com/24835421

(v.006)

So I began work on AI yesterday and finally got raycasting to work flawlessly this morning.  It took a while but after figuring out Bresenham’s Line Algorithm I have made a fast, working, raycasting engine that can successfully text if an enemy can “see” the player.  I’m going to work on optimizing the engine a bit and rewriting the code to make it a bit more elegant, and after that I’ll make the enemies move.

Oh and I also made fists do damage.

Update v.004 is here!

Changelog:

-Added Custom Images/Fast Loading of Images (fixed this bug)

-Added 3 Types of Guns, Machine Gun (automatic), Shotgun(MultiBullet), and Pistol (semi automatic)

-Added Spikes that cause death/resetting of stage

I survived starscape and that was the most fun I’ve had in a long time…I’ll be back next year and highly recommend going.  I think im going to work on enemies for the next update, which means it may take a while cause I know next to nothing on artificial intelligence.  Maybe i’ll add a User Interface update in between….we’ll see.

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Busy day 2!

Heres the changelog:

- SET UP SVN FOR WORK WHEN I WORK WITH A PARTNER WHEN HIS COMPUTER GETS FIXED

-Implemented a “destructable” and “walkable” Tile class and moved files around to make it an array of Tiles. This way instructable enviroments will occur. - added custom weapon slots for later keyboard use (1,2,3,4,5,6,7,8,9,0)
- fixed speed a bit
- fixed collision detection issue when hitting corner at a certain angle
- bullets disappear when hitting walls

- fixed colors a bit…made it easier to see
- made creating tiles a lot easier (instead of false,true,true,x,x,blahblahblah) its now just “air” or “ground”
- added destructible terrain that changes color as you hit it

heres what it currently looks like:

I would add a video but I’ve got a big day tomorrow going to starscape/doing normal teenager saturday night activites ;)…probably wont be able to update this game till sunday sooo see you then!

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So Day 1 has gone by and I have a working tilebased platform game.  I have some code tweaking to do but right now the controls are very responsive and the game runs fast.  I don’t like how the levels are loaded (see image) and am going to fix it so that the game reads from a txt file later.  Right now I want to get it to be able to shoot where the mouse is being pointed…away we go!

Day 1

(if you couldn’t tell…the player is the red square)