I rewrote the Circle pattern to make more sense as a battle formation. One line of soldiers isn't very effective. I also added orientation so that all soldiers face outwards:
New feature: Every soldier can die and leave an empty slot.
The next step was the ability to move forward and fill the hole.
At the moment I am playing with different patterns and which slots can replace which slots and in what order.
2009-03-31
2009-03-28
Formations
One of my current projects is a prototype about steering, formations and pathfinding. Well, at the moment it is a prototype about steering and formations.
The goal is to have realtime battles like Total War, but thats the far future.
The current features are:
The formation calculates the target position and orientation for each character and the characters try to reach it with their steering behaviors.
Patterns:
They define the shape of the formation. I currently have:
Steering behaviors:
If you want to know more about them, look here.
At the moment I only use Arrival, but I will soon implement Obstacle Avoidance and others.
Results:
In the first image I changed the pattern from a box to a circle and in the second I rotated a box.
The white dots are the target positions.
The goal is to have realtime battles like Total War, but thats the far future.
The current features are:
- change type of formation
- move formation
- rotate formation
- dynamically add and remove characters
The formation calculates the target position and orientation for each character and the characters try to reach it with their steering behaviors.
Patterns:
They define the shape of the formation. I currently have:
Steering behaviors:
If you want to know more about them, look here.
At the moment I only use Arrival, but I will soon implement Obstacle Avoidance and others.
Results:
In the first image I changed the pattern from a box to a circle and in the second I rotated a box.
The white dots are the target positions.
2009-03-21
Pyro(Python Roguelike)
This time I will talk about one of my old projects. It was a roguelike written in Python.
Here are some of the features:
single tile, multiple tiles and snake bodies
It was possible to have huge creatures(giants, dragons, ...) with a body of 2*2, 3*3 or even bigger bodies.
Snakes had one head tile and many body tiles. Think of the old snake games.
behavior trees
Behavior trees are a great way of building your ai out of reusable building blocks.
I had behaviors for attack, flee, patrol, wander and investigate.
Villager: wander or flee
Skeleton: attack
Guard: patrol, investigate or attack
They always pick the behavior with the highest priority: Villagers normally wander around, but if skeletons are near they flee.
If you want to know more about behavior trees, go to http://aigamedev.com.
sensory system
Different creatures had different ways of sensing the world.
Seeing: distance, occlusion
Hearing: distance
Sense Life: distance
Villager and guard: Seeing and Hearing
Skeleton: Sense Life
I even had a wall type, where you could see through, but nor move through(the yellow wall):
I am really sorry that, I can't give more or newer screenshoots or even a playable game, but I don't have a functioning version anymore. I lost the newest version and now even my backups don't work. I don't know why, but hopefully it will run someday again!
Lesson Learned: I now use git, a version control system.
Here are some of the features:
2D pixelart
I always wanted to make a roguelike with images instead of characters, but where to take the art from? Buy? A friend?
In the end I decided to make it myself. I really liked the art style of Three Hundred Mechanics and started copying it. It was great fun and soon I started drawing completely new creatures.
Here are some examples:
I always wanted to make a roguelike with images instead of characters, but where to take the art from? Buy? A friend?
In the end I decided to make it myself. I really liked the art style of Three Hundred Mechanics and started copying it. It was great fun and soon I started drawing completely new creatures.
Here are some examples:
single tile, multiple tiles and snake bodies
It was possible to have huge creatures(giants, dragons, ...) with a body of 2*2, 3*3 or even bigger bodies.
- They couldn't use smaller corridors.
- They had more adjacent cells.
Snakes had one head tile and many body tiles. Think of the old snake games.
behavior trees
Behavior trees are a great way of building your ai out of reusable building blocks.
I had behaviors for attack, flee, patrol, wander and investigate.
Villager: wander or flee
Skeleton: attack
Guard: patrol, investigate or attack
They always pick the behavior with the highest priority: Villagers normally wander around, but if skeletons are near they flee.
If you want to know more about behavior trees, go to http://aigamedev.com.
sensory system
Different creatures had different ways of sensing the world.
Seeing: distance, occlusion
Hearing: distance
Sense Life: distance
Villager and guard: Seeing and Hearing
Skeleton: Sense Life
I even had a wall type, where you could see through, but nor move through(the yellow wall):
I am really sorry that, I can't give more or newer screenshoots or even a playable game, but I don't have a functioning version anymore. I lost the newest version and now even my backups don't work. I don't know why, but hopefully it will run someday again!
Lesson Learned: I now use git, a version control system.
2009-03-20
Welcome!
In this blog I will talk about my past, current and future projects. Here is a list of topics I am interested in:
- 3d graphic
- AI(A*, planner, behavior trees, ...)
- procedural generation(plants, buildings, cities, terrain, ...)
- rpgs and roguelikes
- turn-based strategy games
- many more
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