Tagged:  NPC

By Mak, March 14, 2015 2 Dev, General, News

Just a quick update – having realised the dev/debug value of plotting routes in the GUI map system in-game, I decided to bring implementing the local system map forward. This will be the ‘RTS’ like tactical scanner/map for the immediate… Read More »

By Mak, June 6, 2014 1 Dev, News

Hi folks! This week has been pretty good Dom Dev wise – after last weekends ‘status review’ I found the greatest issue when trying to toddle around in Dom is the navigation. Despite all the tech being good enough to… Read More »

By Mak, May 31, 2014 1 Dev, General

Phew! Much improved since the post of a few days ago – thankfully! I’ve been out of the picture for about 3 weeks – off work, the lot – been quite the ‘adventure’ but fortunately I’m back on track it seems…. Read More »

By Mak, December 20, 2013 Comments Off on A Merry Christmas Post Dev, General, News

Just a quick entry to wish the hardy souls reading this blog and the (early) Newsletter a Merry Christmas, and a Happy New Year! I intend to take things quietly over the next two weeks in order to eat far… Read More »

By Mak, November 28, 2013 Comments Off on Breathing ‘Life’ into Dominium Design, Dev

So as the posts of late have shown, breaking into ‘AI’ territory and creating NPC’s to populate the game universe has led to a lot of ‘satellite’ work (no pun intended) – being work I had parked for later, which… Read More »

By Mak, November 17, 2013 Comments Off on Grunt work, Part 1… Design, Dev, General

Now I’m building a ‘consistent’ universe for the NPC’s to play in (as well as you), I’ve finally (grudgingly) turned my attention to ensuring all the various vessel models have a consistent scale against each other. To date – aside… Read More »

By Mak, November 15, 2013 Comments Off on Weekly Update : Context Design, Dev

This week has seen a fair amount of context switching as I started on the vessel/NPC behaviours. I reconsidered the initial state machine design I had in mind after some ‘paper walkthroughs’ which showed it wouldn’t worked as I hoped…. Read More »

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