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Caveman



New land animal AI implemented

Posted by Norman Barrows, 22 September 2014 · 69 views

New land animal AI implemented



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 cavemen
4. AI for animals and hostile cavemen w...


An example of making a change to Caveman...

Posted by Norman Barrows, 19 September 2014 · 136 views

An example of making a change to Caveman...

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 movement_rate() to figure out what the speeds were. sneak is 1/2 walk speed. run (its more like cross country joggi...


New orders menu code

Posted by Norman Barrows, 18 September 2014 · 143 views

New orders menu code

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 a menu by iterating though one or more lists and...


New band member AI code

Posted by Norman Barrows, 18 September 2014 · 110 views

New band member AI code

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 ######################### // stand is the default AI...


New bandmember AI done

Posted by Norman Barrows, 18 September 2014 · 109 views

New bandmember AI done

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 melee mode. Only thing left is to make it use sprint sp...


Issuing orders to party members and refactoring AI...

Posted by Norman Barrows, 11 September 2014 · 228 views

Issuing orders to party members and refactoring AI...

NOTES:
1. in this article, any distances mentioned are in feet.
2. abbreviations used in the pseudocode:
"ret" = return
"dir" = direction
"loc" = location
"rh" = relative heading
"CR" = collision recovery

I've been playtesting the game at advanced stages, when you can cont...


Progress report, August 28th, 2014

Posted by Norman Barrows, 28 August 2014 · 342 views

Progress report, August 28th, 2014

Playtesting and tweaking continues. As they say "God is in the details!" Adjusting: collision radii, clip radii, research times and chances, gathering times and chances, etc. The Avian AI is still exhibiting odd behavior at times. Bandmember AI (AI that runs a PC when the human player is not controlling them) needs a...


Progress Report - July 21st 2014

Posted by Norman Barrows, 21 July 2014 · 928 views

Progress Report - July 21st 2014

Beta 9 has been posted to the website, with a new download page:

http://rocklandsoftware.net/beta.php

I could really use some feedback on the game, so please, check it out! Its just a 60 meg download, and should provide about one evening's worth of gameplay.

Beta 9 now includes such niceities as real setup and uninst...


Caveman v3.0 progress report, April 20th 2014.

Posted by Norman Barrows, 23 April 2014 · 791 views

Caveman 3.0 progress report April 20th 2014

Work on Caveman continues. Its down to high level features and polishing. Currently, the quest generator is under construction, with 14 types of quests implemented so far.

Also the Beta has begun.

Check it out and let me know what you think!

https://sites.google.com/site/rocklandsoftware/home/cmbeta1

Pleas...


The building of caveman part 4 - The Z game library

Posted by Norman Barrows, 20 April 2014 · 656 views

The Building of Caveman - Part 4

Z3D - The low level generic game development library




So far i had a wrapper for the dx9 fixed function pipeline, and a
render queue and state manager desigend to feed data to the pipeline
in optimal order for fastest performance. The render queue allows
the game to make drawing callis in a more of less arbitrary order...






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