Spellcaster Studios

Make it happen…

Yearly Archives: 2014

Indoor behaviors

Been working on the indoor behaviors… They’re slightly different than the outdoor behaviors, because they have to be constrained to the some indoor area/room. Some stuff is going horribly wrong, although I can’t pinpoint it… For example, a lot of times, the enemies will run outside, instead of finding cover inside the base… I think […]

Ninja skills!

Today I mostly worked on the stealth mechanism… So, the enemies with the “ninja skill” will hide from time to time, or when they receive a burst of damage. They can move or not while invisible, and they’re invulnerable while at it… Now, only the “indoor” behaviors missing and most of the complex stuff is […]

Beam me up!

Teleportation is now working for any sentient AI… Only the corporate soldiers will have this capability, but for now I’m testing it on robots: Stealth is next and I’m done with the basic components (except indoor navigation, which shouldn’t pose much of a problem)… Then it’s just the decision layer for all of the enemies […]

Gameplay/Tech tweaks

Today I mostly worked on tweaking the targeting system of the game. Gateway is a game that has a lot of shooting, so that has to be fun… The last thing we want is the player thinking “I was clicking on the enemy, why was the weapon missing?!”, even if it is 100% correct from […]

Run, you fools: Part Deux

Finished the running behavior, fixing the fringe cases… The enemy will now effectively retreat from battle until it has restored his shield, or until it gets his courage back (stupid robots!). Robots won’t have this behavior, though, it’s just easier to test here… Next step, teleporting behavior! Now listening to “Doombound” by “Battlelore” Link of […]

Run, you fools!

Some more work on the AI, but not much since “World of Warcraft: Warlords of Draenor” is consuming a lot of my time… Anyway, worked on the “run” behavior… It doesn’t work how’s it supposed to most of the time, but it’s getting there… The scorch mark shows what happens when the AI doesn’t run… […]

More AI work

Today I spent a lot of time rebuilding the AI system for the game… It’s a bit more manageable that before, but the technical solution still looks “sloppy”, to be honest… I think the only good solution is to build some sort of visual language for the top level decisions, with the low-level part being […]

Mostly writing…

The perfect storm: not much free time, and a new WoW expansion=not much work done today… As the title says, mostly writing… I intended to write at least one weapon description per-day, but I really fell behind on that, since I’m very lazy… So, today, instead of carrying on work with the AI, I decided […]

Refactoring the AI

Today I started this big task… This is the result so far: Probably something simple to solve, though… Anyway, I’m replacing the current FSM-based approach to a more organic one, based in an action layer (in the C++ code) and a decision layer (on a Lua script). This way it’s probably easier to handle the […]

Random Missions: DONE!

Another nice milestone: the random missions are complete now! Five types of missions that you can use to make some precious alloy to buy weapons and fuel! Only a few more tasks on the “Second Stage” list, which is awesome (although some of them are rather big and time consuming, like the new UI and […]