The long and painful move from SFML 1.6 to SFML 2 is finally complete. There actually isn't a whole ton of difference, except that now my framerate has taken a giant tan- GUN BLAM IT! Just a minute...
Okay, so now the long and painful-aw skip it.
Tuesday, July 31, 2012
Saturday, July 28, 2012
Infiltrator Part 30 - Shredders + SFML 2
This particular feature addition stretched out over a long period of time for many reasons. All of which are completely unimportant. The shredder AI is almost 100% up and kicking and that's what matters.
Labels:
AI,
design,
development,
infiltrator,
programming,
projects
Saturday, July 21, 2012
Conversation in Deus Ex: Human Revolution
I know that the conversation mechanics in DX:HR(yes, that's how I'm abbreviating it from now on) got a passing mention back in my broad analysis of the game but I never really took the time to give the them a more focused and in depth analysis. I want to look at the large number of things this game does right in this area. These are things that I think we should be emulating and learning from. I'm also going to turn a critical eye on the game to see if we can't also scrounge up some places they may have been improved.
Tuesday, July 17, 2012
Infiltrator Part 29 - Debug Draw
After a few days I come up with a good set of rules for the Shredder AI. It's a simple four mode program that I should be able to implement in a week or two. I should get started on it, but first let's just make a few little tweaks in order to make sure the gameplay feels right. I mean, what's the probability of getting sidetracked and going off trying to fix huge bugs you didn't know were there? Pretty big I guess. Deal with it.
Saturday, July 14, 2012
Infiltrator Part 28 - Soundtrack
I'm not going to beat around the bush. What kind of person do you think I am anyway? Do you actually think that I would just try to avoid the subject at hand and try to stall talking about it by blabbering on about something completely unrelated? How does that even benefit me? I am utterly insulted that-oh. Right.
So let's talk about the soundtrack and AI.
So let's talk about the soundtrack and AI.
Saturday, July 7, 2012
Infiltrator Part 27 - Design Explanation #1
The next version of Infiltrator is currently under testing and development. I'm roughing out the base AI code for the shredder enemies but that will take awhile. To pass the time, I'll explain the game design and provide many actual details. I do have a design document of sorts, but it's spread out over several text documents, concept pictures, scribbling on the backs of napkins, and prototypes. While I'm making no attempt to be all formal and complete in terms of this post being the new design document, it will likely be a lot more organized than any of my other notes.
Tuesday, July 3, 2012
Infiltrator part 26 - Circle 2D
The lack of feature additions in this episode can be attributed to the relentless chase of a particular bug which very effectively crunked up the kinaesthetics. Yes I just used the word kinaesthetics, get used to it. And go watch yourself some Errant Signal if you have no idea what I mean.
Subscribe to:
Posts (Atom)