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    • By oeryilmaz
      Hi,

      I recently read Mat Buckland's Programming Game AI by Example book, I also watched Dave Mark's Utility Based AI GDC videos. And I'm confused about the difference of Goal Driven Agent's and Utility Based Agent's. 

      In Goal-Driven Agent Behavior section of Programming Game AI by Example, Mat Buckland wrote formulas for deciding which goal to be selected. And as I understand, in Uitlity Based AI characters also selecting goals(actions) based on some formula(curve formulas for example). 

      Is the Goal-Driven Agent Behavior section of Programming Game AI by Example written wrong or the only difference between Goal Based AI and Utility Based AI is curves for selecting goals(actions)?

      Thank you.
    • By khawk
      Splash Damage, developers of Dirty Bomb, have released the game design document, art book, and soundtrack for Dirty Bomb. According to their blog post:
      The Game Design document includes hundreds of pages of designs, sketches, notes, concept art, biro drawings, user stories and more. It can be downloaded here: link
      The Art Book looks at many of the original concepts for Dirty Bomb; from maps and characters to weapons and vehicles. It can be downloaded here: link
      The original soundtrack can be downloaded here: link
       

      View full story
    • By khawk
      Splash Damage, developers of Dirty Bomb, have released the game design document, art book, and soundtrack for Dirty Bomb. According to their blog post:
      The Game Design document includes hundreds of pages of designs, sketches, notes, concept art, biro drawings, user stories and more. It can be downloaded here: link
      The Art Book looks at many of the original concepts for Dirty Bomb; from maps and characters to weapons and vehicles. It can be downloaded here: link
      The original soundtrack can be downloaded here: link
       
    • By Ramman
      Hi,
      I have been practicing the OpenGL tutorials and doing some text rending.  Now its time to build a simple program with various UI components.
      The components are basic but  separate.
      I have;
      A 3d  space area where I can rotate around my 3d model I have a text status box at the bottom that informs me of progress / events of the simulation I have filtering boxes at right hand side I summary performance count on bottom right I have a rough mock up attached.
       
      The question I have is:  
      Where can I find information / examples about putting the different elements together, so 3d area scales objects correctly, layout is "owned" by the correct space.
      So the separate  components can be rendered in a single scene ?  For example 3d area which say is 80% of the screen area, is still a scaled replication of the 3d model.
       
       
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      Ramman
       

    • By Capripsy
      I want to pitch an idea for a horror game I was thinking about. It would take place 8n the small town on Hopes Peak. A small town in the shadow of a mountain. Eventually, tragedies start occurring, leading to more and more bodies. When there were more dead than living the town left our reality, and was suspened in it own limbo. The protagonist must escape, and evade the residents of the once cheery town. There will be 5 types of things you can come across. Survivors, who either try to 8gnore the madness around them or straight up fight and survive. There are the Mad Ones, people who went insane. There are terrifying monsters that hunt the liv8ng, and there are also various ghosts. The final catagory are the cultists, more on that later. But (currently) the plot is that the local old fashioned mayor finds his daughter pregnate from a poor boy. The mayor kills both, and the poor boys sister and the mayors son conspire to avenge their respective siblings. They try to kill him with poison, but they fail, getting the dosage wrong. After finding an old book on ghosts, the sister of the poor boy gets the mayors son to join her in summoning the souls of their sibl8ngs. They fail, accidentally putting a few wrong words. They summon a demon, that at first plays along, pretending to be the siblings... siblings. But it eventually starts to spread it aura of evil into the town, causing and increase of suicides. Eventhally, after having summoned the demon, the poor boy and mayors daughter get m8ndcontrolled by the demon,and they start a cult. The cult at first targets not normal people, like deafs, blinds, gays, etc. Eventually the string of dissapearences is enough for the town to try to march on the mayor, demanding he do something. He orders the pol8ce to protect him, and the loyal ones do. The demon escalates the emotions until they riot, resulting in over 100 dead. With now over 1,000 dead and bitter souls, the town is closer to the spirit world than reality. T eventually breaks off, causing it to forget that it ever existed. Its been in limbo for 26 years when the protag Emma Fields. She and her friends are dragged out to go mountaineering, but get accidentally transported to Hopes peak. Now desolate and mostly empty, the town once had 4, 000 people in it, now prehaps 500 who are sane. The survivors are paranoid of Emma and her friends, eventually getting hostile, think8ng them to be evil projections. They get tossed out, into the street. From there they must survive and go to various locations in town, to get Key Fragments. Once all the fragments are collected, they combine to open a door the room where the demon was originally summoned. They must dispel him from their, and the town will be returned to their reality. One thing featured in the game will be memoirs, which will detail the various notable entities you meet. 
       
      Tell me what ya think.
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