Defining Awesome — Development log
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  • Posts categorized “Development log”

    February 17th 2010

    I started thinking about inventory management for LD. Even before thinking of it as an RTS I thought a RPG slot-based system would be best. I don’t know for sure yet. I would be happy to read different views on the subject. Here is a nice discussion about different kinds of inventories.

    February 17th 2010

    Split-screen rendering works! It still needs a lot of tweaking but I’m pretty excited. It’ll be the 1st good game since Liero to allow this.

    February 16th 2010

    Tried to do splitscreen but ran into a problem. 2 can play on 1 computer but the split view doesnt work. Hope guys on Irrlicht forum help me

    February 15th 2010

    Joystick controller support

    Woo! I added joystick support for Link-Dead and it works with my XBox controller! That was easy and it feels really good. You probably know what’s coming next?

    February 13th 2010

    Today is one of those days when nothing works. Although I managed to do this
    in weapon scripts.

    February 12th 2010

    This is a config file for a Link-Dead weapon – Any suggestions are welcome.

    February 12th 2010

    Got tired of the bots for a while. I switched to something fun – like making an UZI.

    February 11th 2010

    The most destructive and most easily misseen C++ mistake:
    if (foo = bar) {}
    instead of
    if (foo == bar) {}

    February 9th 2010

    Bots can now retreat when needed (like to reload) and engage the enemy from different points where there is line-of-fire.

    February 8th 2010

    Bot deathmatch (work-in-progress) video

    This bot is relatively easy. His main weakness is his aim which I dumbed down a lot. You’ll see he needs a couple shots to get an accurate shot. I think this simulates pretty good a noob player (which is a quite difficult task in AI).

    What the bot has:
    – pathfinding to enemy
    – human aim simulation (slow and innacurate, becomes more accurate after initial shots)
    – decides when it is good to duck for cover after shot or reload

    What it lacks still:
    – decision whether to engage target or retreat
    – taking advantage of enemies weaknesses (enemies worse position, health, shooting obstructed when climbing)
    -sometimes he miscalculates if he is visible to the enemy

    Big remark:
    The bot is not an enemy in a 2d platformer. The bot in Link-Dead is actually a simulation of the player in front of the computer. So he sees what a player sees and does things a player would do.

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