Author Archives: Ladbon Svampbob
A Summer Tale
It has been a while, thanks, no you too.
The summer gave us the a nudge, making us want to tell you guys so much about our game so far!
We are still finishing up on our art, I don’t want to give anything away of course (http://puu.sh/j5sjf/a8ed655175.png), it would not go well with the lead artist (http://puu.sh/j5spa/36536faf01.png) so that’s that.
We are currently on our way to implement our unique new system !
Combos.
Combos will provide the solution of […]
A Summer Tale
It has been a while, thanks, no you too.
The summer gave us the a nudge, making us want to tell you guys so much about our game so far!
We are still finishing up on our art, I don’t want to give anything away of course (http://puu.sh/j5sjf/a8ed655175.png), it would not go well with the lead artist (http://puu.sh/j5spa/36536faf01.png) so that’s that.
We are currently on our way to implement our unique new system !
Combos.
Combos will provide the solution of […]
A Snail Tale Update
This week has been fruitful for the snail gods.
Our lead programmer Frederick has been working on getting the mechanics on the running done, we were searching for a character that accelerates quickly and decelerates when switching sides. I believe we’ve achieved it, unfortunately, we don’t have footage yet but we will soon enough!
Our lead designer Topi has finally created the three most important pages on our concept document and it is getting sharp!
A snippet for your imagination!
“A Snail Tale is […]
A Snail Tale Update
This week has been fruitful for the snail gods.
Our lead programmer Frederick has been working on getting the mechanics on the running done, we were searching for a character that accelerates quickly and decelerates when switching sides. I believe we’ve achieved it, unfortunately, we don’t have footage yet but we will soon enough!
Our lead designer Topi has finally created the three most important pages on our concept document and it is getting sharp!
A snippet for your imagination!
“A Snail Tale is […]
Week 5
This week has been hectic to say the least, we’ve been working on a lot. In order to show the massive improvements we’ve made all together, I made a video.
For the A.I part.
I made minor changes for the first A.I by taking away the hear function and the guard target. The first enemy A.I now only sits in the shadow, waiting for you to appear in their view range and then moving into position to start attacking.
Relatively simple. There are […]
Week 5
This week has been hectic to say the least, we’ve been working on a lot. In order to show the massive improvements we’ve made all together, I made a video.
For the A.I part.
I made minor changes for the first A.I by taking away the hear function and the guard target. The first enemy A.I now only sits in the shadow, waiting for you to appear in their view range and then moving into position to start attacking.
Relatively simple. There are […]
Week 4
Hello everybody, this week wont be much about my position as A.I but as a small update on my course in general and what I’ve been up to otherwise.
So, the reason why I am making these weekly posts is because of a course as an A.I programmer for a demo of a game, but I am also writing a dissertation on my time as well.
My relevant questions and reason for my dissertation is to understand how I need to create […]
Week 4
Hello everybody, this week wont be much about my position as A.I but as a small update on my course in general and what I’ve been up to otherwise.
So, the reason why I am making these weekly posts is because of a course as an A.I programmer for a demo of a game, but I am also writing a dissertation on my time as well.
My relevant questions and reason for my dissertation is to understand how I need to create […]
Week 3
So, week three will be about creating the boss A.I tree and how it will react to the player.
Naar’s boss was designed by the lead designer and his behavior tree designed by the lead programmer. He is meant to serve as a lord of the level (region) Mokhtar is traversing. When the player get to the throne room the boss is presiding, the boss is suppose to find Mokhtar (lock in), move a few metres forward, trash talk Mokhtar then […]
Week 3
So, week three will be about creating the boss A.I tree and how it will react to the player.
Naar’s boss was designed by the lead designer and his behavior tree designed by the lead programmer. He is meant to serve as a lord of the level (region) Mokhtar is traversing. When the player get to the throne room the boss is presiding, the boss is suppose to find Mokhtar (lock in), move a few metres forward, trash talk Mokhtar then […]
Second week, a new base and completion
So, much to talk about and a lot to take in!
So this week I redesigned the A.I behavioral tree from the ground up accordingly to my lead programmer and lead designer, and added the attack action!
So lets start, my enemy A.I needed to be faster in reactions, better in its rotations and have more actions. The A.I had to patrol, guard an area, look for enemies and listen for disturbances. Whenever it found an enemy by seeing it, it would […]
Second week, a new base and completion
So, much to talk about and a lot to take in!
So this week I redesigned the A.I behavioral tree from the ground up accordingly to my lead programmer and lead designer, and added the attack action!
So lets start, my enemy A.I needed to be faster in reactions, better in its rotations and have more actions. The A.I had to patrol, guard an area, look for enemies and listen for disturbances. Whenever it found an enemy by seeing it, it would […]
A New Project
So I am renewing my blogging with some post these coming eight weeks on my experience as a AI programmer on Giraffic Art. This lovely bunch are my co-workers for a course named Big Game Project.
We are developing a game named Naar, an adventure plat former with a unique spell casting system and is set in a genie world.
My primary objectives during this project will be to design behavior trees for the two enemies in the game and the main […]
A New Project
So I am renewing my blogging with some post these coming eight weeks on my experience as a AI programmer on Giraffic Art. This lovely bunch are my co-workers for a course named Big Game Project.
We are developing a game named Naar, an adventure plat former with a unique spell casting system and is set in a genie world.
My primary objectives during this project will be to design behavior trees for the two enemies in the game and the main […]
This weeks production on the helium engine
Working with the states gave me a better understanding on something I’ve worked with for some time. I’ve been looking at each feature we’re putting in such as 3rd person camera, a cube, a goal, a button(GUI), a HUD and been thinking how each class should be structured.
Its pretty simple if you think about it. You have a function that constructs the feature, another that update it if it needs to and one that draws it.
The problem we are looking […]
This weeks production on the helium engine
Working with the states gave me a better understanding on something I’ve worked with for some time. I’ve been looking at each feature we’re putting in such as 3rd person camera, a cube, a goal, a button(GUI), a HUD and been thinking how each class should be structured.
Its pretty simple if you think about it. You have a function that constructs the feature, another that update it if it needs to and one that draws it.
The problem we are looking […]
Implementation in Helium!
I’ll give you guys a rerun on whats happened so far.
The class was given a 3D engine from the teacher to create a 3D game.
Most of the engine is already written such as the camera, scene management and all of their functions capable of creating a passing grade result.
The lectures we’ve been having before this was working on a shell of the engine just implementing the camera, scene, background, triangles, squares, 3D objects, height maps and HUD.
Thing is, with this […]
Implementation in Helium!
I’ll give you guys a rerun on whats happened so far.
The class was given a 3D engine from the teacher to create a 3D game.
Most of the engine is already written such as the camera, scene management and all of their functions capable of creating a passing grade result.
The lectures we’ve been having before this was working on a shell of the engine just implementing the camera, scene, background, triangles, squares, 3D objects, height maps and HUD.
Thing is, with this […]
Implementation in Helium!
I’ll give you guys a rerun on whats happened so far.
The class was given a 3D engine from the teacher to create a 3D game.
Most of the engine is already written such as the camera, scene management and all of their functions capable of creating a passing grade result.
The lectures we’ve been having before this was working on a shell of the engine just implementing the camera, scene, background, triangles, squares, 3D objects, height maps and HUD.
Thing is, with this […]
Implementation in Helium!
I’ll give you guys a rerun on whats happened so far.
The class was given a 3D engine from the teacher to create a 3D game.
Most of the engine is already written such as the camera, scene management and all of their functions capable of creating a passing grade result.
The lectures we’ve been having before this was working on a shell of the engine just implementing the camera, scene, background, triangles, squares, 3D objects, height maps and HUD.
Thing is, with this […]
Icing
So web servers have to wait a while. I’ve been making more progress on another assignment.
This time around we have been fortunate enough to work on a 3D engine. My assignment is to make a 3D game with a partner.
The genre we picked was racing. This time around the game is not the focus instead we will be focusing more on the systems built around it.
To be honest, most of the code has already been written before in different versions […]
Icing
So web servers have to wait a while. I’ve been making more progress on another assignment.
This time around we have been fortunate enough to work on a 3D engine. My assignment is to make a 3D game with a partner.
The genre we picked was racing. This time around the game is not the focus instead we will be focusing more on the systems built around it.
To be honest, most of the code has already been written before in different versions […]
Icing
So web servers have to wait a while. I’ve been making more progress on another assignment.
This time around we have been fortunate enough to work on a 3D engine. My assignment is to make a 3D game with a partner.
The genre we picked was racing. This time around the game is not the focus instead we will be focusing more on the systems built around it.
To be honest, most of the code has already been written before in different versions […]
Icing
So web servers have to wait a while. I’ve been making more progress on another assignment.
This time around we have been fortunate enough to work on a 3D engine. My assignment is to make a 3D game with a partner.
The genre we picked was racing. This time around the game is not the focus instead we will be focusing more on the systems built around it.
To be honest, most of the code has already been written before in different versions […]