Christian: Getting into Gear

This week marks the second week that we have been performing weekly builds of Dawnroot. These builds serve as a way to do integration testing for our game. That is to say, we have all been working on our own pieces of the puzzle in a sort of isolation until now. We started the weekly […]

Christian: Come again?

It has been quite a while since the last journal I wrote. Needless to say, the game has improved quite a bit since then. The AI has gone through several iterations, and now is getting to where we need it to be. The behavior tree model that RAIN uses is meeting our needs nicely for […]

Sean: Update Time

Alright, it’s about damn time for an update. A couple months ago as we were finalizing concept art, Hadi and I came to the conclusion that since everyone liked the style of our concept art so much, we should attempt to emulate that look as closely as possible in the final game. To us, that […]

Christian: And from the Ashes

The workaround is now fully in place, and we’ve managed to make things a good deal simpler. Now, our game has the following structure. Upon game start, a “Setup scene” is loaded. The purpose of this scene is to hold the singletons and the travelers. Basically, anything that there is only one of (e.g. the […]

Christian: Don’t fear the Reaper

The holiday season was a great one, but now it’s time to finally catch up with all that we’ve been doing. What we’ve been doing the most of (from my perspective anyway) is cutting down the game into a more manageable scope. This is undoubtedly a good thing, as it means that what we have […]

Christian: Don’t dam the flow

A lot has happened since my last journal update, so this is going to be a little bit more summary than explanation. The decision was made that the AI we had was too clunky for our task, so we changed to using behavior trees. Behavior trees work excellently for both the size and scope of […]

Sean: Holiday Cheer

My biggest concern I had on implementing stealth mechanics is out of the way. Vision cones and sound ripples have been visualized and don’t look half bad for being a prototype. Whew. With visualizations out of the way, I can go on holiday without my mind interrupting me to think about how to implement that […]

Sean: A Brief Overview of Stealth

Not much to say this week. Stealth research was fun and I thought I might as well give a brief overview of my notes since I don’t have much else to talk about. All stealth mechanics seem to break into essentially two categories, hiding and detection. Hiding is the name of the game and comes […]

Christian: AIs can think, but do they have soul?

The AI for this game is an interesting beast. Right now, I can see that it has a lot of power and flexibility to it. AIs can prioritize food and attacking and other tasks. They have needs which they want to fulfill, and in essence they will be able to look a lot more lifelike […]

Christian: Stress Test

I’m done with level  loading for now. The Json level has proved to be everything I need it to be at the moment, and our level one prototype still needs doing, so it is on to that. Almost immediately it became clear that the AI Manager would need re-working. So, what I’ve been working on […]