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 […]

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 […]

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 […]

Christian: A Star Trek Teleporter

The goal of the level editor is, much like a teleporter, to take the map created inside of the editor, and perfectly re-create it in the game engine. To this end I have bundled all of the data I need into a single json file, mesh included. This week was spent in using the information […]

Christian: Itty bitty pieces

After a significant amount of time, I’ve been able to get the uvs and curved pieces more or less sorted out. As a result this week was spent dealing with the saving procedure. The way the game uses levels is a little bit complicated, but the basic method is that each “zone” is broken down […]

Christian: 50/50

Well, I was right about the curved pieces going well with the existing data structure… sorta. As far as geometry goes it’s smooth sailing. I had to cut the curved pieces into faces, which admittedly took a bit more doing than I expected, but in the end I was able to get curved faces for […]