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Caveman



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Caveman 3.0 Beta 12 released!

Posted by Norman Barrows, 17 December 2014 · 386 views

Caveman 3.0 Beta 12 released!

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:
* following band members now keep up duri...


The building of Caveman - part 6 - data structures

Posted by Norman Barrows, 30 September 2014 · 584 views

The building of Caveman - part 6 - data structures

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, but underneath all that is - you guessed it - relati...


The building of Caveman - Part 5 - General code organization

Posted by Norman Barrows, 29 September 2014 · 3,535 views

The building of Caveman - Part 5 - General code organization


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, timers, etc.
rockland animation - show...


New Avian AI done + yet more raycaster / raypickcode!

Posted by Norman Barrows, 27 September 2014 · 191 views

New Avian AI done

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 bunch of special cases throughout the animal AI co...


New land animal AI implemented

Posted by Norman Barrows, 22 September 2014 · 203 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 · 218 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 · 211 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 · 177 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 · 176 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 · 328 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...






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