Aggressive Gaming

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Aggressive Gaming is a game development studio currently developing an online Action RPG dubbed Project Peril.

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10 entries
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Crayz92
September 02, 2017
[Project Peril] Development Postponed

A massive amount of labor and resources are required to create a fully fledged secure multiplayer ARPG game.  As the solo developer behind Project Peril, I'm looking at another year at least before there is a genuinely dec…

1,374 views
Crayz92
August 25, 2017
[Project Peril] Feature Showcases

There hasn't been much for new features lately since I've only been refactoring, so I whipped up a couple videos to showcase in better detail a few of the old features I have coded into Project Peril.

Dungeon Generation:

 

Entity Activation:

 

2,371 views
Crayz92
August 11, 2017
[Project Peril] Master Servers

During the process of refactoring my network code I realized that my clients are connecting to only one server, and this one server has no outlet to any other servers. This means that players would only be abl…

1,345 views
Crayz92
August 04, 2017
[Project Peril] Networking refactor update, html & css powered interface

Last week I posted about having to refactor my client’s networking code.  It ended up being a little more work than expected as I had to refactor some of the core server code as well, but it’s starting to look pretty good.  D…

2,698 views
Crayz92
July 29, 2017
[Project Peril] Client network code refactoring

Early in the week I was working on implementing a networking model for smooth client performance even with high ping.  I came to realize that my client’s networking code was a big mess and hard to work with.  Instead of trying to fudge in new code and make it work, I set out to rewrite it all in …

1,654 views
Crayz92
July 22, 2017
[Project Peril] Acts, Waypoints, and Quests

I made a lot of progress in the past week. Waypoints, acts, and Quests – three of the features I wasn’t sure how to implement into Project Peril, resulting in much procrastination. I finally took the time to sit down and think through how these systems will be implemented neatly while keepin…

1,543 views
Crayz92
July 14, 2017
[Project Peril] A* unit avoidance, improved loot & equipment backend

I converted what was left of my C#/NLua scripting implementations to XLua and rewrote many of the Lua scripts to be faster, better, and more readable. The purpose of this is to make scripting as easy as possible outsid…

1,652 views
Crayz92
July 07, 2017
[Project Peril] Improved pathfinding, multi-threaded servers

This week I improved on my old pathfinding code. Previously I used a basic A* algorithm to calculate pathing, now it is slightly modified to support units of different size. When a map is first loaded a square-grid which depicts walkable terrain is generated behind the scenes. Red cubes repr…

1,715 views
Crayz92
July 01, 2017
[Project Peril] Particle Systems/Ability Effects, Procedural Dungeon Generation

This week I implemented a system to spawn and display particle systems which convey abilities, fixed a variety of bugs in the procedural dungeon generator, and refactored old code + optimized a few things here and there to maintain smooth performance. With dungeon generation in a good state I wa…

1,804 views
Crayz92
June 27, 2017
Project Peril, a multiplayer action rpg

Inspired by the likes of Diablo and Path of Exile, I set out to create my own Action RPG in October of 2016.  I've dubbed it Project Peril in memory of a cousin who, about 16 years ago, introduced me to Diablo 2.  I'm still fleshing out the details of Project Peril's theme, so all I have to say …

1,836 views
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