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Caveman



Caveman v3.0 Beta 20 released

Posted by Norman Barrows, 13 April 2015 · 0 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 · 0 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 · 0 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 · 0 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 · 0 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...


Building a large procedurally generated world with no load screens: How caveman 3.0 works.

Posted by Norman Barrows, 26 January 2015 · 0 views

Building a large procedurally genrated world with no load screens:
How caveman 3.0 works.
======================================================================


GAME WORLD DATA STRUCTURES:
=====================================================================


1. the world map
---------------------------------------------------------------------
the wo...


Caveman 3.0 Beta 18 released!

Posted by Norman Barrows, 19 January 2015 · 0 views

Caveman 3.0 Beta 18 released!

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:
___________________________________________


* added heuristic collision av...


Caveman 3.0 Beta 17 released!

Posted by Norman Barrows, 16 January 2015 · 0 views

SLIDING COLLISIONS, BETTER GRAPHICS, BETTER COLLISIONS

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:
__________________________________...


Caveman 3 Beta 16 released!

Posted by Norman Barrows, 13 January 2015 · 0 views

Caveman 3 Beta 16 released!

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 not the same as that used by "terrain chunks...


Action animations

Posted by Norman Barrows, 09 January 2015 · 0 views

So the next thing is to make the game draw animations when a band member is performing an action such as making a spear, starting a fire, gathering wood, practicing with a flint throwing hatchet, etc.

So for every action - and there are over 100 TYPES of actions - there will be an animation, and an animation object in hand, and zero or more animation o...






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