Tagged:  NPC

By Mak, June 8, 2017 Comments Off on Mission Prepossible Design, Dev, General, Roadmap

Another gameplay milestone feature is now underway: Missions! Having put my rendering engineers hat to one side, I picked up the gameplay programmers hat and made some tweaks to the Combat Escalation scenario, improving things here and there, adding ‘variation’… Read More »

By Mak, May 10, 2017 Comments Off on The Evolutionary Boid – Part Four Design, Dev, General

The final chapter in this round of dev on the NPC Pilot AI; While there is plenty of work still to do to make this ‘super awesome’ I’m well pleased with how it’s turned out. Pilots can; Scan for nearby… Read More »

By Mak, April 26, 2017 Comments Off on The Evolutionary Boid – Part Three Design, Dev

More combat/gameplay development! If you can’t stand my drawl, then read on… This episode sees improved ‘target awareness’ and predictive firing, so now these pesky NPC pilots are becoming a bit more of a challenge/threat. The entire system is proving… Read More »

By Mak, April 25, 2017 Comments Off on Design & Development Delights Design, Dev, General

Man, I am so enjoying Dom Dev at the moment 🙂 Rounding off the initial Pilot / NPC AI, Collision detection and basic combat has spurned on a lot of changes to the UI which have been long planned, or… Read More »

By Mak, April 6, 2017 Comments Off on Cue Gameplay…? Design, Dev, General

It’s been hard to find spare time for Dom Dev of late, hence the dry spell of updates here, but good news… With the collision detection now in (and not perfect, but well engineered and adequate to the task) gameplay… Read More »

By Mak, March 30, 2017 Comments Off on Scanner Pip… Dev, General

Hi folks, my apologies for the lack of updates – it’s been all quiet on the site but all go in development so far this month, both in Work Life and Real Life, so I’ve had little time to maintain… Read More »

By Mak, March 7, 2017 Comments Off on The Evolutionary Boid – Part 2 Dev, Media

The saga continues, with more progress and the use of the super ImGui to provide low-level control and dev/debugging tools within the engine in realtime…

By Mak, February 27, 2017 Comments Off on The Evolutionary Boid – Part 1 Dev, Media

Resetting the clock on the development of the NPC/Boid symbiant – just so the video log makes sense on YouTube. As promised, Part 1 begins our ‘warts n’ all’ development log of the system as I tweak and evolve it… Read More »

By Mak, February 22, 2017 Comments Off on Shiny Gameplay Stuff, Shiny Dev Stuff Dev, General

I’ve been labouring mightily with the Boid/Pilot AI system. I had to park it a few weeks ago, after getting so far and hitting a roadblock. As usual, taking a break seems to make spotting the problem a cinch, and… Read More »

By Mak, January 14, 2017 Comments Off on Chocks Away! Design, Dev, News

It’s update time, and although I’ve nothing suitable/visual to show there’s been a fair amount of progress on the Pilot NPC/AI code of late. I can confirm that I have now been attacked (and thoroughly ass-whooped) by a pack of… Read More »

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