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Caveman



Status report 6-15-2016

Posted by Norman Barrows, 15 June 2016 - - - - - - · 416 views

status report 6-15-2016 the game is really coming along. its now complete, stable, and appealing enough that i've started playing it just for fun, instead of playing store bought games i own. "resource tracking on a per resource basis" and "lack of variety in diet affecting mood" have really made gathering and preparing food more realistic, challengi...


Status report 3-17-2016

Posted by Norman Barrows, 17 March 2016 - - - - - - · 742 views

Major changes to Caveman v3.0 since the August 2015 release of beta 21:  ENCOUNTERS: (encounters and treasure now scale to party size AND level, not just party size)
* regular and quest encounter number appearing now scales based on party strength (numbers AND combat skills), so you get tougher encounters at higher levels of experience.
* regula...


Beta 21 w/ skinned meshes released!

Posted by Norman Barrows, 31 July 2015 - - - - - - · 693 views

Beta 21 w/ skinned meshes released!

guys look kinda dumb, girls aren't that pretty, the guy walk ani is kinda awkward (leg bones rotated outwards too far), no action animations or drawing of equipment yet other than weapon in hand, but its a start!

http://rocklandsoftware.net/beta.php

action animations and drawing equipment is next. I'll clean up that...


Work on skinned meshes continues

Posted by Norman Barrows, 16 July 2015 - - - - - - · 751 views

Work on skinned meshes continues

I added the ability to draw weapon-in-hand to the skinned mesh test routine. It can toggle between weapon types, and uses the game's built-in matrix editor to position the weapon with respect to the hand bone. The test routine is used to determine the fixup transform for a weapon, which is then added to the database info...


Adding skinned meshes to Caveman

Posted by Norman Barrows, 08 July 2015 - - - - - - · 877 views

Adding skinned meshes to Caveman


A quick update since i haven't posted anything in a while.

I'm busy adding skinned meshes to the game.

When i started working on the game, i was not sure if i could draw the required number of skinned meshes on the target platform, so i used rigid body models to start with.

Now that i'm putting the final whammy on gra...


Caveman v3.0 Beta 20 released

Posted by Norman Barrows, 13 April 2015 - - - - - - · 1,092 views

Caveman v3.0 Beta 20 released

New for beta 20:

Turned off draw_animal_AI. draw_animal_AI displays AI related debugging info above active animals and NPC's. I forgot to turn it off in beta 19.

Download page:

http://rocklandsoftware.net/beta.php


Caveman v3.0 Beta 19 released

Posted by Norman Barrows, 10 April 2015 - - - - - - · 1,210 views

Caveman v3.0 Beta 19 released!


Play now!
http://rocklandsoftware.net/beta.php

Numerous changes in Beta 19:

* added export band member
* added import band member
* added de-activate band member
* make pigment rock object smaller.
* draws obj in hand for find pigment rock action.
* confirmed game won't run on XP.
* added obj in hand for make/find obj...


A quick update. march 19th 2015

Posted by Norman Barrows, 19 March 2015 - - - - - - · 1,046 views

While I wait for a build, I thought I'd do a quick update. Its been too long since I posted a progress report.

I've been play testing the game a lot recently. About one game year so far with the same play test character (Grog).

I've gotten perhaps half of the screenshots from that posted.

Play testing revealed no major problems. A few things to tweak...


An example of a big change in Caveman

Posted by Norman Barrows, 04 February 2015 - - - - - - · 1,359 views

An example of a big change to Caveman

I've been playtesting a lot recently.
Drawing objects in an avatar's hands in animations
is the next thing on the todo list - and that's just
eye candy. I'm into gameplay, not eye candy.
So I've been playtesting my long term playtest game,
making note of fixes to be made. I've gotten to the
point where I have 10 band...


AI in Caveman

Posted by Norman Barrows, 26 January 2015 - - - - - - · 945 views

Caveman ai:

ai in caveman has been through three major versions.

the first version was just quick and dirty code to get things going. like
all code of this type, it quickly grew and evolved into an ugly mess.

the second version of the ai was a more traditional setstate/runstate
type affair. setstate selected one of about 14 or so AI states for an
entit...






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