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Norman Barrows

Member Since 04 Apr 2012
Offline Last Active Yesterday, 10:51 AM

Caveman > Status report 6-15-2016

Posted on 15 June 2016 - 06:52 PM

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 gathering and preparing food more realistic, challengi...

Gamedev info > The Grand List Of Console Role Playing Game Clichés

Posted on 08 June 2016 - 08:46 AM

The Grand List Of Console Role Playing Game Clichés from  http://project-apollo.net/text/rpg.html  

There are few people who love a good console RPG more than I. Games like Final Fantasy , Grandia , and Skies of Arcadia set a standard of majesty and wonder and immersion that American game designers are challenged to match. And yet, as I p...

Caveman > Status report 3-17-2016

Posted on 17 March 2016 - 03:57 PM

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 encounters at higher levels of experience.
* regula...

Gamedev info > L Spiro on scene managers vs state managers

Posted on 30 June 2015 - 09:21 AM

L Spiro on scene managers vs state managers

an excellent description of scene and state managers by L Spiro from a recent thread:

A scene manager manages a scene in your game.
A scene is any spacial 2D or 3D area in your game (a scene manager must be dedicated to either 2D scenes or 3D scenes, not both).
It inherits from nothing and contains...

Gamedev info > Niklas Frykholm's articles on Managing Decoupling

Posted on 14 June 2015 - 11:44 AM

Niklas Frykholm's articles on Managing Decoupling

I just stumbled across this excellent series of articles right here on gamedev...



Caveman > Caveman v3.0 Beta 20 released

Posted on 13 April 2015 - 03:56 PM

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:


Caveman > Caveman v3.0 Beta 19 released

Posted on 10 April 2015 - 10:02 AM

Caveman v3.0 Beta 19 released!

Play now!

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...

Caveman > A quick update. march 19th 2015

Posted on 19 March 2015 - 08:43 AM

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...

Caveman > AI in Caveman

Posted on 26 January 2015 - 03:42 PM

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

Caveman > Caveman 3.0 Beta 18 released!

Posted on 19 January 2015 - 02:24 PM

Caveman 3.0 Beta 18 released!


Play now!

Game homepage:

New for Beta 18:

* added heuristic collision av...

Caveman > Action animations

Posted on 09 January 2015 - 03:31 PM

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...

Gamedev info > insights and tips on hi performance game programming

Posted on 28 December 2014 - 07:59 AM

insights and tips on hi performance game programming.

an excellent lecture series of 5 videos on the development of a programming language specifically for hi performance games.

By Johnathan Blow, developer of Braid and The Witness.

when you listen to the guy talk, you can tell he's done his time in the trenches.

whether you think we need our own lan...

Caveman > Caveman 3.0 Beta 12 released!

Posted on 17 December 2014 - 09:44 AM

Caveman 3.0 Beta 12 released!


Game info:

New for beta 12:
* refactored and improved AI
* give orders to party members
* sound effects
* music
* animations for actions

* following band members now keep up duri...

Caveman > The building of Caveman - part 6 - data structures

Posted on 30 September 2014 - 11:36 AM

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...

Caveman > New land animal AI implemented

Posted on 22 September 2014 - 06:02 PM

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...