Defining Awesome — Development log
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    February 8th 2010

    Anyone have good tips on speeding up compile time in Visual 2008?

    February 5th 2010

    The bots will do amazing things if I pull this off. Btw. its a real – GEM more devs should appreciate it.

    February 5th 2010

    Any human-like behavior must take into account making mistakes. I’m thinking about this today and how to make a self-correcting system.

    February 4th 2010

    Today was one of those beautiful game development moments were the result of days of work shows perfectly. The Bot figured on its own (no hard-coded if-thens) that to survive it’s better to duck behind cover before reloading.

    February 4th 2010

    A* is a brilliant algorithm because I think it emulates the exact way human brains make fast plans and best decisions. Nodes of the algorithm are created on the fly based on our current situation and predictable outcomes of given actions. All of these actions and situational outcomes are drawn out from memory and the best ones are picked based on a heuristic that guesses how far the outcome of that action is away from achieving our goal. This is exactly how I’m making my bots think.

    February 3rd 2010

    Made a new Link-Dead map and recorded the process (click for HD quality)

    This is how maps are currently made in Link-Dead. You simply draw a sketch in any paint program. The rest in-game is procedurally generated.

    February 2nd 2010

    I’m writing new brain code which will be uber flexible allowing for the bot to choose from a variety of tactics including user made tactics.

    February 1st 2010

    Greatest & most underrated productivity tip ever: Write or Draw Everything Down. Get ideas out of your head on paper and watch them get done

    January 30th 2010

    Video of bots playing Artifact Collecting gamemode. Demonstrates fast path-finding, AI decision making & combat.

    I won’t be releasing this tomorrow cause there’s a lot of collision bugs which I need to remove and I definitely need to make a new more fun map.

    January 30th 2010

    Today I can officially say I’m working on LD gameplay. I opened a 2 year old file called rules.cpp which defines the gameplay mode rules.

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