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Norman Barrows

Member Since 04 Apr 2012
Offline Last Active Yesterday, 07:35 PM

Gamedev info > Niklas Frykholm's articles on Managing Decoupling

Posted Norman Barrows 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...

http://www.gamedev.net/page/resources/_/technical/game-programming/managing-decoupling-r3034

http://www.gamedev.net/page/resources/_/technical/game-programming/managing-decoupling-part-2-polling-callbacks-and-events-r3044...

Caveman > Caveman v3.0 Beta 20 released

Posted Norman Barrows 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:

http://rocklandsoftware.net/beta.php

Caveman > Caveman v3.0 Beta 19 released

Posted Norman Barrows on 10 April 2015 - 10:02 AM

Caveman v3.0 Beta 19 released!


Play now!
http://rocklandsoftware.net/beta.php

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 Norman Barrows 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 Norman Barrows 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
entit...

Caveman > Caveman 3.0 Beta 18 released!

Posted Norman Barrows on 19 January 2015 - 02:24 PM

Caveman 3.0 Beta 18 released!

HEURISTIC COLLISION AVOIDANCE, BACKGROUND TERRAIN CHUNK GENERATION, SOUND DETECTION STEALTH MODELING,
UNLIMITED SAVE GAMES.

Play now!
http://rocklandsoftware.net/beta.php

Game homepage:
http://rocklandsoftware.net/Caveman.php



New for Beta 18:
___________________________________________


* added heuristic collision av...

Caveman > Action animations

Posted Norman Barrows 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 Norman Barrows 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 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...



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