Jump to content

  • Log In with Google      Sign In   
  • Create Account

FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


Read more in this forum topic or make sure you're signed up (from the right-hand sidebar on the homepage) and read Thursday's newsletter to get in the running!


Norman Barrows

Member Since 04 Apr 2012
Offline Last Active Today, 05:37 PM

Caveman > Caveman 3.0 Beta 12 released!

Posted Norman Barrows on 17 December 2014 - 09:44 AM

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...

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

Posted Norman Barrows 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 Norman Barrows 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...

Caveman > Progress report, August 28th, 2014

Posted Norman Barrows on 28 August 2014 - 02:12 PM

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...

Caveman > Progress Report - July 21st 2014

Posted Norman Barrows on 21 July 2014 - 06:15 PM

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 > The Building of Caveman - part 2. What to build, and tool selection

Posted Norman Barrows on 29 March 2014 - 11:53 PM

The Building of Caveman - part 2.

What to build, and how?

What to build? thats the first of a million questions to be answered when
building a game.

Well, the answer turns out to be pretty simple:

you build what you want to play, that somebody else hasn't already built
for you.

odds are, if you think its cool enough to play that you'd go through the...

Caveman > A day in the life...

Posted Norman Barrows on 24 March 2014 - 09:51 PM

A day in the life...

This will give you an idea of what its like to be an indie.

Tasks to be done on the project go on the "todo list". once they're completed, they're moved to the "done list".

here's the "done list" for Caveman for the last few days:

march 15th:* draw prairie better - need ref photos. need prairie grass textures. made new grass mes...

A different way > So just what is this different way of building games?

Posted Norman Barrows on 10 March 2014 - 02:54 PM

So just what is this different way of building games?

in a nutshell:
non-OO c++ syntax
ADTs (abstract data types) composed of:
* PODs (plain old data)
* standalone functions
the use of data structures statically allocated in the data segment vs dynamically allocated on the heap
procedural code calling hierarchy used to define flow control

this...

Caveman > Progress Report: March 2014

Posted Norman Barrows on 06 March 2014 - 10:13 PM

Few progress reports, but lots of progress:

All Improved animal animations done - even the new bunny_attack animation! <g>. The improved animations really bring the animals to life. Sometimes i'll be testing something and its like really being back in a paleolithic world.

Took some time out to finally give Skyrim a thorough evaluation. Obliv...

Caveman > Progress report - Nov 2013

Posted Norman Barrows on 27 November 2013 - 04:17 PM

Progress report - Nov 2013

Its been a while since I posted any info on the Caveman project, so I thought i ought to post an update. While I haven't posted any blog entries or screenshots in a couple months, I have been very busy working on the game.

As of the last update in mid-September, a first pass had been completed at making it draw everything in t...

Gamedev info > A checklist for adding a new variable to a program

Posted Norman Barrows on 05 September 2013 - 11:08 PM

A checklist for adding a new variable to a program

We're programmer's. We code. We spend our time implementing stuff - making it do this, or making it do that.

Well, one of the first things we need when beginning the implementation of a new feature is variables.

So we spend a lot of time declaring and implementing variables. So much time, that i have...

Caveman > Caveman v3.0 general desciption

Posted Norman Barrows on 05 September 2013 - 12:04 AM

CAVEMAN 3.0 general description.
Someone suggested i post a description of CAVEMAN as a reference link in threads about the game.

CAVEMAN is a fully immersive 3d Paleo-World simulator. Its a persistent modifiable open world RPG / person sim, with a fps / 3ps interface.

so its sort of a cross of a fps like Oblivion, an RPG like table top D&D or...

PARTNERS