The new PC has arrived (i7-6700K, GTX1080), and I'm starting on the final graphics for the game.
Better grass plants were one of the first things. The placeholder graphics were ultra-low-poly, just 3 or 4 quads. I could only draw them every 5 feet or so, any closer together was too many instances. …
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 g…
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 enco…
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 animation…
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 transfor…
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 …
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
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 …
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 testin…
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 …
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 sel…
How caveman 3.0 works.
======================================================================
GAME WORLD DATA STRUCTURES:
=====================================================================
1. the world map
----------------------------…
HEURISTIC COLLISION AVOIDANCE, BACKGROUND TERRAIN CHUNK GENERATION, SOUND DETECTION STEALTH MODELING,
UNLIMITED SAVE GAMES.
Play now!
http://rocklandsoftware.net/beta.php
Game homepage:
http://rocklandsoftware.net/Caveman.php
New for Beta 18:
__________________________________…
Caveman 3.0 Beta 17 released!
Play Now!
http://rocklandsoftware.net/beta.php
Game Homepage:
http://rocklandsoftware.net/Caveman.php
Rockland Website:
http://rocklandsoftware.net/Home.php
Latest update: Beta 17, Jan 16th 2015 (88 Meg)
New for Beta 17:
_…
Play now!
http://rocklandsoftware.net/beta.php
Game homepage
http://rocklandsoftware.net/Caveman.php
New for beta 16:
* fixed: rock collisions not working, and "select" only selects rocks in terrain with rocks.
rocks bounding box radius used by "select" and "collision map" was …
So for every action - and there are over 100 TYPES of actions - there will be an animation, and a…
http://rocklandsoftware.net/beta.php
Game homepage:
http://rocklandsoftware.net/Caveman.php
New for beta 15:
Minor fixes
AI priorities reorganized a bit - resting moved to a lower priority, to go with the new full fatigue modeling
Added death by food poisoning
Automatic screen dump file names
De…
There are lots of ways to die in Caveman. For a long time, I've been wanting to post a list, but have never gotten around to it until now. I've been play testing the past few days. Now I'm implementing the changes that play testing uncovered. Then I'll p…
This is a late announcement. Beta 14 was actually released Dec 26th, 2014.
download:
http://rocklandsoftware.net/beta.php
game homepage:
http://rocklandsoftware.net/Caveman.php
new for beta 14:
* only plays combat sounds if source is within 75ft of player
* new action: abandon…
[color=rgb(40,40,40)][font=arial]PLAY NOW![/font][/color]
http://rocklandsoftware.net/beta.php
[color=rgb(40,40,40)][font=arial]Game info:[/font][/color]
http://rocklandsoftware.net/Caveman.php
[color=rgb(0,0,0)][font=Verdana]
New for beta 13:[/font][/color][color=rgb(0,0,0)…
PLAY NOW!
http://rocklandsoftware.net/beta.php
Game info:
http://rocklandsoftware.net/Caveman.php
New for beta 12:
---------------------------------------------
* refactored and improved AI
* give orders to party members
* sound effects
* music
* animations for actions
details:
* f…
When i first got into programming as my major, my biggest fear was that I'd end up as a database programmer.
Turns out I became a gamedev. But i still have to do database programming. Sure, games are interactive
multimedia entertainment simulations…
This is the general code organization used in Caveman:
void main:
----------------
initprog
runprog
endprog
initprog
------------------
init z3d game library - creates window, goes into 3d mode, creates fonts, inits audio, random number generator,…
The new Avian AI has been implemented.
There are just a few remaining tasks to complete, and then the AI will be refactored, with the new orders features added.
first off, i still have to hook up the avian ai:
the current code:
you can see how avians were originally implemented as a bu…
The new land animal AI has been implemented and plugged into the game.
The new land animal AI actually consists of 8 different types of AI:
1. AI for NPC allies of the player (travelling companions, hired warriors, and tamed pets).
2. AI for thieves
3. AI for neutral NPC c…
This is a quick description of what its like to make a change to the game.
I just finished the new bandmember AI. Now it was time to make bandmember AI use sprint running speed.
First I checked [color=#0000ff]movement_rate()[/color] to figure out what the sp…
Here's the new orders menu code to go with the new bandmember AI
nothing fancy, it shows a menu, "Issue orders to..."
then a second menu "Orders..."
it then sets the orders state or appropriate variable such as sneak_state.
one common game design pattern seen in this code:
populating…
Here's the new code for bandmember AI.
In AI terms, this code is a crude expert system:
http://en.wikipedia.org/wiki/Expert_system
it is implemented primarily as a decision tree:
http://en.wikipedia.org/wiki/Decision_tree
// ############################## NEW AI: B2 API #########…
The new AI for bandmembers is done. The new orders menu is done as well. The new AI can deal with being in a shelter, taking fire, being cornered, etc, as well as follow orders or do actions. It now automatically favors missile weapons and skirmish mode before hand weapons and…