Yearly Archives: 2014
As the title says, today I almost finished the assassination missions code… Didn’t have much time, or else I’d have finished it… Tomorrow it will be done for sure! Starting to dread the next task: unifying all the AI code, improving it, etc… The AI code is too responsible for the fun of the […]
Today was mostly about writing… writing weapon text, writing assassination mission templates… That’s it, really… Text is very time consuming, if you like to do it right (don’t even get me started in “well”). Now listening to “Tunes of War” by “Gravedigger” Link of the Day: This is a quite neat macro for 3d Studio […]
Finished the escort mission today… There were some tricky stuff that I didn’t consider (surprise!), mostly related to the fact that game objects weren’t created to be able to transit from area to area! Anyway, it’s now sorted and it’s not a bad mission type… Escort person moves fairly fast, so none of those “boring” […]
Today I mostly worked on the escort missions text… Then, I landed on a planet, and for actually the first time I saw the fog on lava planets: I think it looks rather good! Problem is that I loose the skybox this way, which is too bad as well, but maybe I can think of […]
Today I started work on the “Escort” mission… Because everybody loves escort missions, right? Right? Guys? Still only have 3 or 4 variations of text for the escort missions, so I have to add more… The objective of the escort missions is to protect someone while fighting enemies that randomly spawn around the player. Need […]
Today I just created areas for the random missions… These are just small areas that get placed on the mission planets when they spawn for a mission… Next step in the game’s development is to create the “Rescue” mission. Now listening to “Poetry to the Poisoned” by “Kamelot” Link of the Day: Either this will […]
Today I mostly built new areas for the random missions, so the player sees some different stuff… It’s not highly complex, but it’s some polish… In the process, I found a silly bug… Basically, the enemies (in this case, the mechanoids) were going through the wall on this “custom map”… First, I saw that the […]
Finished “infestation” mission logic, it works great! It’s just become more and more clear that the AIs need to be completely overhauled… The robots, for example, have too many ways to get “stuck”… I’ll probably unify all the AIs into a single parameterized one… I’m pretty sure the problem with the robot AI is stuff […]
I created a new area for the infestation missions, and hit some balancing issues… a lot of them, to be honest! The solution ended up being simple, basically the beam cannon was way underpowered, but figuring out what was wrong was not easy… What happens in this “intuitive balancing” I’m using is that you get […]
Halfway through the infestation code. There’s two variations of the infestation mission (and none of them are actually infestations): defend and clear. On defend, waves of enemies spawn and the player must survive and kill them all. In clear, everything is already spawned, and the player just has to clear it up. Currently I’m working […]