Caveman

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Washington DC
About the game Caveman
44 comments
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44 entries
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Norman Barrows
January 01, 2017
"instancing" with DX9

The new PC has arrived (i7-6700K, GTX1080), and I'm starting on the final graphics for the game.

Better grass plants were one of the first things. The placeholder graphics were ultra-low-poly, just 3 or 4 quads. I could only draw them every 5 feet or so, any closer together was too many instances. …

3,117 views
Norman Barrows
June 16, 2016
Status report 6-15-2016

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 g…

2,192 views
Norman Barrows
March 17, 2016
Status report 3-17-2016

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 enco…

1,842 views
Norman Barrows
July 31, 2015
Beta 21 w/ skinned meshes released!
Beta 21 w/ skinned meshes released!

guys look kinda dumb, girls aren't that pretty, the guy walk ani is kinda awkward (leg bones rotated outwards too far), no action animations or drawing of equipment yet other than weapon in hand, but its a start!

http://rocklandsoftware.net/beta.php

action animation…
1,990 views
Norman Barrows
July 16, 2015
Work on skinned meshes continues
Work on skinned meshes continues

I added the ability to draw weapon-in-hand to the skinned mesh test routine. It can toggle between weapon types, and uses the game's built-in matrix editor to position the weapon with respect to the hand bone. The test routine is used to determine the fixup transfor…
1,788 views
Norman Barrows
July 08, 2015
Adding skinned meshes to Caveman
Adding skinned meshes to Caveman


A quick update since i haven't posted anything in a while.

I'm busy adding skinned meshes to the game.

When i started working on the game, i was not sure if i could draw the required number of skinned meshes on the target platform, so i used rigid body models to start …
1,693 views
Norman Barrows
April 13, 2015
Caveman v3.0 Beta 20 released
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
2,079 views
Norman Barrows
April 10, 2015
Caveman v3.0  Beta 19 released
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 …
2,428 views
Norman Barrows
March 19, 2015
A quick update. march 19th 2015
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 testin…
1,913 views
Norman Barrows
February 05, 2015
An example of a big change in Caveman
An example of a big change to Caveman

I've been playtesting a lot recently.
Drawing objects in an avatar's hands in animations
is the next thing on the todo list - and that's just
eye candy. I'm into gameplay, not eye candy.
So I've been playtesting my long term playtest game,
making note of fixes to be …
2,558 views
Norman Barrows
January 26, 2015
AI in Caveman
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 sel…
2,156 views
Norman Barrows
January 26, 2015
Building a large procedurally generated world with no load screens: How caveman 3.0 works.
Building a large procedurally genrated world with no load screens:
How caveman 3.0 works.
======================================================================


GAME WORLD DATA STRUCTURES:
=====================================================================


1. the world map
----------------------------…
1,894 views
Norman Barrows
January 19, 2015
Caveman 3.0 Beta 18 released!
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:
__________________________________…
2,258 views
Norman Barrows
January 16, 2015
Caveman 3.0 Beta 17 released!
SLIDING COLLISIONS, BETTER GRAPHICS, BETTER COLLISIONS

Caveman 3.0 Beta 17 released!

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

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

Rockland Website:
http://rocklandsoftware.net/Home.php





Latest update: Beta 17, Jan 16th 2015 (88 Meg)



New for Beta 17:
_…
1,550 views
Norman Barrows
January 14, 2015
Caveman 3 Beta 16 released!
Caveman 3 Beta 16 released!

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

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


New for beta 16:

* fixed: rock collisions not working, and "select" only selects rocks in terrain with rocks.
rocks bounding box radius used by "select" and "collision map" was …
1,820 views
Norman Barrows
January 09, 2015
Action animations
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 a…
1,758 views
Norman Barrows
January 09, 2015
Caveman 3.0 Beta 15 released!
Try it now!
http://rocklandsoftware.net/beta.php

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

New for beta 15:
Minor fixes
AI priorities reorganized a bit - resting moved to a lower priority, to go with the new full fatigue modeling
Added death by food poisoning
Automatic screen dump file names

De…
1,447 views
Norman Barrows
January 03, 2015
How can i kill thee? let me count the ways...
How can i kill thee? let me count the ways...

There are lots of ways to die in Caveman. For a long time, I've been wanting to post a list, but have never gotten around to it until now. I've been play testing the past few days. Now I'm implementing the changes that play testing uncovered. Then I'll p…
1,503 views
Norman Barrows
January 03, 2015
Caveman 3.0 Beta 14 released!
Caveman 3.0 Beta 14 released!

This is a late announcement. Beta 14 was actually released Dec 26th, 2014.

download:

http://rocklandsoftware.net/beta.php


game homepage:

http://rocklandsoftware.net/Caveman.php


new for beta 14:

* only plays combat sounds if source is within 75ft of player

* new action: abandon…
1,895 views
Norman Barrows
December 26, 2014
Caveman 3.0 beta 13 released!
Caveman 3.0 beta 13 released!

[color=rgb(40,40,40)][font=arial]PLAY NOW![/font][/color]
http://rocklandsoftware.net/beta.php

[color=rgb(40,40,40)][font=arial]Game info:[/font][/color]
http://rocklandsoftware.net/Caveman.php
[color=rgb(0,0,0)][font=Verdana]
New for beta 13:[/font][/color][color=rgb(0,0,0)…
1,789 views
Norman Barrows
December 17, 2014
Caveman 3.0 Beta 12 released!
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:
* f…
3,622 views
Norman Barrows
September 30, 2014
The building of Caveman - part 6 - data structures
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…
2,046 views
Norman Barrows
September 29, 2014
The building of Caveman - Part 5 - General code organization
The building of Caveman - Part 5 - General code organization


This is the general code organization used in Caveman:


void main:
----------------
initprog
runprog
endprog





initprog
------------------
init z3d game library - creates window, goes into 3d mode, creates fonts, inits audio, random number generator,…
4,705 views
Norman Barrows
September 27, 2014
New Avian AI done + yet more raycaster / raypickcode!
New Avian AI done

The new Avian AI has been implemented.

There are just a few remaining tasks to complete, and then the AI will be refactored, with the new orders features added.

first off, i still have to hook up the avian ai:


the current code:
you can see how avians were originally implemented as a bu…
1,654 views
Norman Barrows
September 23, 2014
New land animal AI implemented
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 c…
1,516 views
Norman Barrows
September 19, 2014
An example of making a change to Caveman...
An example of making a change to Caveman...

This is a quick description of what its like to make a change to the game.

I just finished the new bandmember AI. Now it was time to make bandmember AI use sprint running speed.

First I checked [color=#0000ff]movement_rate()[/color] to figure out what the sp…
1,170 views
Norman Barrows
September 19, 2014
New orders menu code
New orders menu code

Here's the new orders menu code to go with the new bandmember AI

nothing fancy, it shows a menu, "Issue orders to..."
then a second menu "Orders..."
it then sets the orders state or appropriate variable such as sneak_state.

one common game design pattern seen in this code:
populating…
1,356 views
Norman Barrows
September 18, 2014
New band member AI code
New band member AI code

Here's the new code for bandmember AI.

In AI terms, this code is a crude expert system:

http://en.wikipedia.org/wiki/Expert_system

it is implemented primarily as a decision tree:

http://en.wikipedia.org/wiki/Decision_tree

// ############################## NEW AI: B2 API #########…
1,514 views
Norman Barrows
September 18, 2014
New bandmember AI done
New bandmember AI done

The new AI for bandmembers is done. The new orders menu is done as well. The new AI can deal with being in a shelter, taking fire, being cornered, etc, as well as follow orders or do actions. It now automatically favors missile weapons and skirmish mode before hand weapons and…
1,073 views
Norman Barrows
September 11, 2014
Issuing orders to party members and refactoring AI...
Issuing orders to party members and refactoring AI...

NOTES:
1. in this article, any distances mentioned are in feet.
2. abbreviations used in the pseudocode:
"ret" = return
"dir" = direction
"loc" = location
"rh" = relative heading
"CR" = collision recovery

I've been playtesting …
1,679 views
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