[color=#ff8c00][size=7][font=arial]Progress report, August 28th, 2014[/font][/color]
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 beh…
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 beh…
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…
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…
Caveman 3.0 progress report April 20th 2014
Work on Caveman continues. Its down to high level features and polishing. Currently, the quest generator is under construction, with 14 types of quests implemented so far.
Also the Beta has begun.
Check it out and let me know what you think!
https://sites.goo…
Work on Caveman continues. Its down to high level features and polishing. Currently, the quest generator is under construction, with 14 types of quests implemented so far.
Also the Beta has begun.
Check it out and let me know what you think!
https://sites.goo…
The Building of Caveman - Part 4
Z3D - The low level generic game development library
So far i had a wrapper for the dx9 fixed function pipeline, and a
render queue and state manager desigend to feed data to the pipeline
in optimal order for fastest performance. The render queue allows
the game to make …
Z3D - The low level generic game development library
So far i had a wrapper for the dx9 fixed function pipeline, and a
render queue and state manager desigend to feed data to the pipeline
in optimal order for fastest performance. The render queue allows
the game to make …
The building of Caveman - Part 3 - Getting a handle on directx
Getting up to speed:
So i was going to be using directx and visual studio c++. All fine and good,
but i hadn't written a line of code in something like six years! So, first
came console mode hello world. then came directx fullscren mode and…
Getting up to speed:
So i was going to be using directx and visual studio c++. All fine and good,
but i hadn't written a line of code in something like six years! So, first
came console mode hello world. then came directx fullscren mode and…
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 …
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 …
The Building of Caveman, Part 1
in this series of posts i will explain the process of making the game
Caveman v3.0.
What was done and why.
this is done in hopes that it may help others in their quest for success.
first, who i am:
i'm life long gamer.
as a little kid (before computers!), wargames facinated…
in this series of posts i will explain the process of making the game
Caveman v3.0.
What was done and why.
this is done in hopes that it may help others in their quest for success.
first, who i am:
i'm life long gamer.
as a little kid (before computers!), wargames facinated…
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:
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 photo…
that's right...
after taking a break and evaluating skyrim, my motivation levels were back up. A final push, and as of 7pm eastern time, march 24th 2014, the basic game is done!
and my original estimate of how long it would take was pretty accurate: about 2 years, working full/over time.
all that's l…
after taking a break and evaluating skyrim, my motivation levels were back up. A final push, and as of 7pm eastern time, march 24th 2014, the basic game is done!
and my original estimate of how long it would take was pretty accurate: about 2 years, working full/over time.
all that's l…
Few progress reports, but lots of progress:
All Improved animal animations done - even the new bunny_attack animation! . 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 finall…
All Improved animal animations done - even the new bunny_attack animation! . 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 finall…
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 pas…
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 pas…
World coordinate system based cloud particle system done
well that didn't take long!
Caveman uses the following world coordinate system:
The game world map is divided up into 5x5 mile map squares. Each map square has its own d3d coordinate system. So a location in the world is speccified by map x and …
well that didn't take long!
Caveman uses the following world coordinate system:
The game world map is divided up into 5x5 mile map squares. Each map square has its own d3d coordinate system. So a location in the world is speccified by map x and …
Progress report - it finally draws everything in the game!
After a long struggle with character weapons and equipment, Caveman now draws everything in the game. Some of the stuff still needs work, but at least it draws something.
I need to get caught up on posting screenshots.
making the cloud particl…
After a long struggle with character weapons and equipment, Caveman now draws everything in the game. Some of the stuff still needs work, but at least it draws something.
I need to get caught up on posting screenshots.
making the cloud particl…
[color=rgb(40,40,40)][font=arial]CAVEMAN 3.0 general description.[/font][/color]
[color=rgb(40,40,40)][font=arial]Someone suggested i post a description of CAVEMAN as a reference link in threads about the game.[/font][/color]
[color=rgb(40,40,40)][font=arial]CAVEMAN is a fully immersive 3d Paleo-Worl…
[color=rgb(40,40,40)][font=arial]Someone suggested i post a description of CAVEMAN as a reference link in threads about the game.[/font][/color]
[color=rgb(40,40,40)][font=arial]CAVEMAN is a fully immersive 3d Paleo-Worl…
Advertisement
Popular Blogs
Advertisement