Aggressive Gaming is a game development studio currently developing an online Action RPG dubbed Project Peril.
Early in the week I was working on implementing a networking model for smooth client performance even with high ping. I came to realize that my client’s networking code was a big mess and hard to work with. Instead of trying to fudge in new code and make it work, I set out to rewrite it all in …
I made a lot of progress in the past week. Waypoints, acts, and Quests – three of the features I wasn’t sure how to implement into Project Peril, resulting in much procrastination. I finally took the time to sit down and think through how these systems will be implemented neatly while keepin…
I converted what was left of my C#/NLua scripting implementations to XLua and rewrote many of the Lua scripts to be faster, better, and more readable. The purpose of this is to make scripting as easy as possible outsid…
This week I improved on my old pathfinding code. Previously I used a basic A* algorithm to calculate pathing, now it is slightly modified to support units of different size. When a map is first loaded a square-grid which depicts walkable terrain is generated behind the scenes. Red cubes repr…
This week I implemented a system to spawn and display particle systems which convey abilities, fixed a variety of bugs in the procedural dungeon generator, and refactored old code + optimized a few things here and there to maintain smooth performance. With dungeon generation in a good state I wa…
Inspired by the likes of Diablo and Path of Exile, I set out to create my own Action RPG in October of 2016. I've dubbed it Project Peril in memory of a cousin who, about 16 years ago, introduced me to Diablo 2. I'm still fleshing out the details of Project Peril's theme, so all I have to say …