In the previous post, I commented how I didn't see any use in re-factoring and re-building Golem, the way evolutional is re-factoring Manta-X. I'd like to elaborate on that a little bit.
It's not that I don't find any value in the game itself; Golem is a game that I most definitely would like to re…
Evolutional's recent post about digging through some old code inspired me to take a look at some of my own. I had recently found a copy of the working development folder of my old game, Golem, on a hard drive in a box, and while I've peeked into it out of morbid curiosity, I haven't felt the inclin…
As part of the AI and control refactor, I refactored the basic components that provide the turn-basedness for the unit controllers.
Previously, the turn system was controlled by 2 components: the Turn Scheduler, which runs scene-wide and provides a 'heartbeat' on a specified timer; and the command …
In between work, sleep, family, home and yard projects, and being sick (all the usual bull-shit cop-out excuses you have all come to expect from me over the years) I have been getting in some work on Goblinson Crusoe.
So, the Great AI Refactor has begun in earnest, and as I suspected it would, it h…
Finally got a day off, with the leisure time to install Linux. Been booting off the USB for days now. During the 'trial' period, I tried out a number of different distros, just to refresh my head on what's out there. I used to be a big Ubuntu fan. Debian-based distros are by far my favorite (long f…
To whom it may concern,
I am writing this missive while booted into Linux Mint from an ancient USB stick. How I came to this sad, low, lonely state is a tale of hubris and pride. You see, I am a habitual dismisser of Windows system restore disk nag screens. "System restore?" I cry. "Pah! I don't ha…
HA! It never fails. As soon as I resolve to work on much-needed logic and AI refactoring, I let myself get distracted with a visual thing again. But this fix was relatively easy, and is something I've been meaning to do for quite awhile.
As mentioned in previous entries, the ground tiles in GC use …
I'm in a creature AI phase right now. It's actually a bunch of code that I haven't really touched in awhile, and as with all such code I have had to spend some time getting familiar with it again. I still only have a relative handful of skill options, so I haven't really dug in-depth into complex …
I spent some time recently working out some bugs with the tri-planar shader. I believe the bugs are fixed now (and it required some fixes in the Urho3D library to do it), but I don't really understand what was causing them in the first place, so I'm still a touch nervous about them. At any rate, I'…
SoTL and MarkS talked me back into using the tri-planar shader I've been using so far. Above are a couple shots of some of the textures I've been working on the past few days.
A couple things:
The textures jibe together a bit better than the previous sets. Previously, I was using photo textures, w…
Reading alfith's entry on rocks reminded me of a technique I often use for creating dirt, stone, and pebble textures in Blender using particle systems. Since alfith's rocks are fresh in my mind (and near the top in my file history in Blender) I'll go ahead and use them to demonstrate the technique …
I'm terrible at art.
Let me back up. There are some aspects of art, at least video game art creation, that I have achieved an "acceptable" level of skill. And there are others that I have achieved "pretty okay". But there are many, many other areas where I have achieved merely an "ass-tastic" level…
It's been awhile since I did anything 2D-related, and I'm a little bit worried that some of those particular hard-earned skills are starting to fade from my weak brain. Last night, I was talking with an individual in the GD.net chat about trees. This person was drawing trees and looking for advice …
Over the last several years, my noise library (ANL) has been a sort of sink for whatever miscellaneous time I get in between work, kids, the house, game development, game playing, etc... It has evolved quite significantly from its roots as basically a libNoise knockoff. One of the key goals I have …
I typically play games at my PC in the dining room. I have dual monitors, and on the other one I've typically got Thomas the Train cartoons…
Unfortunately, due to the way I handle units occupying hexes, the bridges are permanent. Only one combat-enabled or targetable entity can occupy a hex, meaning that I had to implement bridges as actual changes to the structure of the e…
Creepers gonna creep.
The swordsmen, I can probably take, but the three shaman are probably going to mess me up. If they don't murder each other first, that is. The red goblins tend to have unstable tempers.
I've been getting back into it. I came to a realization some time back. I tend to step away f…
The tags/locations on the map would be clickable, either on the map itself or on the list to the lift. (Appearance and detail will, of course, vary in the final solution.) Exploring a hex takes you to a turn-…
The official Blender exporter for Urho3D doesn't as yet support the normals modified by the normal edit modifier (although I was linked to a branc…
I find that I am really enjoying the gameplay with elevation involved. Exploration, especially with tall trees added, has become quite enjoyable even if there is really nothing much to find or do. There are a few tweaks that need to be done, however. One is that I probably ought to bring back path …
So, I've gotten the game fully back to where it was before. Works great. But I have a pretty big project to tackle now.
You see, a LOT of the game functionality is written as Lua script objects attached as script object components to Urho3D Nodes. Which is great and all, but the thing is that the Lu…
GC can now climb up and down hills, as long as a given step is no more than one layer above or below his location (specifiable, of …