Defining Awesome — 2010 — March
  • Status Updates

  • Posts from March 2010

    March 30th 2010

    Why it seems all indie developers look like artsy fags & all their games are about kissing flowers & feeding ponies?

    March 30th 2010

    The bot just escaped my grenade and once covered threw a grenade right back at me. Moments like this is why I like doing what I’m doing.

    March 29th 2010

    Did some split-screen play-testing yesterday with real people! It seems the most annoying part is stair climbing. I’m making an alternative method for going up/down stairs. Instead of holding up/down key just point your mouse up or down.

    March 29th 2010

    Tweaking map visibility. Decide which one you like more in terms of looks & discernibility of walkable areas: A) B)

    March 26th 2010

    Making a config file today for maps to define tilemap, textures, effects and light/night/day settings.

    March 24th 2010

    Fixing bugs today. Preparing for the test release. Except fixes there’s one major thing to be added – grenades & teaching bots to use them.

    March 24th 2010

    I got LD to work with a touchpad and mouse seperately. Here is how to play split-screen without a gamepad

    March 23rd 2010

    Found an awesome set of tools that lets you play with 2 keyboards and 2 mice on 1 PC or any other controller (WiiMote, VRGlove…). LD will rock with this!

    March 22nd 2010

    Just added some randomness into the bot movement instead of them going straight to you. It made the game 10x more fun. I actually started cursing the bots while playing which is a major sign of awesomeness.

    March 22nd 2010

    Used Verlet integration fixed-length constraints to calculate the inverse-kinematics for procedural aiming animation. In human-terms the reach of the arms of the soldier holding a gun can be variable now so that different guns have different handle and stock positions.

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