@thenicklask oh hey I'm really bad at twitter DMs usually so I recommend just shooting me an email at hi@kpulv.com (Today)

@kinifi Offspring Fling ain't exactly a huge hit or anything. I never had any issues serving out the levels on shared hosting. (Today)

@kinifi They're just XML I believe. You should be able to open one with a text editor. Online they're just in a database. (Today)

@NoelFB twitter wants you to start personally telling people that you enjoyed their tweet (Today)

@endshark YEAH I would post a gif but every time I try it's way too huge for twitter :I (Today)

@MANvsGAME I ended up using that GWX control panel thing and since then I haven't heard a peep about windows 10 YEAH!! (Today)

working on some completely reasonable attack patterns for this sky sisters boss fight t.co/OiEEfbxyie (Today)

@kirlosev OHHH Yeah Aleksey's game I am super excited about this (Today)

@konjak @Jonochrome 3 buttons is tough on a keyboard but I much prefer jump buttons over hitting up on the arrows. (Yesterday)

@ADAMATOMIC if it was an ancient cursed foam sword that demanded the blood of his enemies then it probably wasnt his fault (Yesterday)

@TylerGlaiel "has anyone ever experienced this obscure openGL problem?" "what no you're doing it wrong here's how to render a triangle" (2 days ago)

@ChevyRay wow dang that could be you except the crows become a giant wearable murder mech suit (3 days ago)

@theBanov @MattThorson yeah that's more your character my bad (3 days ago)

@MattThorson @theBanov that's why he's so protective of his sketch book... (3 days ago)

@ChevyRay oh man you could do the cool thing where you walk toward the camera in slow motion as like 1000 crows fly out from behind you (3 days ago)

@theBanov we must decipher the blurred notes (3 days ago)

RT @Jayisgames: Thanks for all your support over the years. You were all worth it. t.co/c35xMybDkF (3 days ago)

@ADAMATOMIC I want itch to take over the world is that so much to ask (3 days ago)

Hell is finding a forum thread started by someone having the exact problem you are facing and the post only reads "edited: nvm fixed it" (3 days ago)

@ChevyRay BattlePrefabs.DeathStar != CelestialBodies.Moon (3 days ago)

follow
search

2014 - 3 - 11 / 5:03 pm / general

Dev Log: Slow and Steady

Dev Log: Slow and Steady

I've been tinkering with a lot of systems over the past couple of days. Mostly stuff involving enemies, and some other things involving building islands and structures on the islands.

At some point last week I sat down and tried to figure out path finding with moderate success. I have something working, but it's pretty dang laggy when it has to figure out a path. As far as I know I'm just doing straight up A* path finding and I copied the psuedocode from Wikipedia right into the game. I started looking into using different data structures for storing things to hopefully speed it up, but honestly I still have no idea what I'm doing and I don't know how to use some of these fancy things that people suggest (priority heaps, or something?)

I took a break from that to tinker with placing structures on islands, and trying to figure out how I want to animate the building process for building a structure on an island. This is also a tough one to solve, and I'm not sure if frame by frame stuff in Flash would be good, or if structures should be animated with skeletons similar to the enemies using Spine.

Image

Back in the world of enemies I've started experimenting with behavior trees for how they should interact with the world. It seems like a good way to do things, but part of me feels like it's over-engineering. Setting up a whole series of classes for the system to run the behaviors, and then every simple little task then has to be a behavior command... I kind of like systems like this, but I wonder if it will be worth it in the end working on a system that takes a lot of up-front work to get running.

It's definitely a very different way of doing things outside of the game jam environment. I've made a lot of cool stuff in game jams, but it's all been on top of really odd code that doesn't leave a lot of room for expansion. I'm trying not to design or code myself into a corner when it comes to working on this new game, so things are going a little slower than they did for Offspring Fling, but it's also probably due to the fact that I'm in pretty unfamiliar territory. Working on something that's not a platformer can be pretty tough!

3 Comments
Avatar

2014 - 3 - 11 11:18 PM

A333

Maybe this could be useful for you
http://theory.stanford.edu/~amitp/GameProgramming/index.html
I haven't had a thorough reading of this yet, but it seems solid.

Avatar

2014 - 3 - 12 12:54 AM

Kyle

Ah yeah! This has been a great resource for me so far, but it takes me awhile to really digest most of the stuff he talks about. It's really hard for me to understand a concept of programming and then write code that applies the concept without seeing like a concrete example. The hardest part of the A* stuff is that I had no idea what was going on with the heuristic and the g h and f values.

Avatar

2014 - 3 - 13 11:11 PM

A333

I have an exact same feeling about shaders (glances at the next post). Can't really stomach the fact that such complex effects could be achieved with a few code lines. As you say, it takes awhile to grasp a concept.

Avatar

Post your comment!

POST COMMENT

about

About

Hi! My name's Kyle, and I make video games most of the time in Denver, Colorado. Here you will find my thoughts, games, websites, doodles, and other stuff like that. I worked on Snapshot, Offspring Fling, and a whole bunch of other games. I also created and maintain Otter, a 2d game making framework. If you want to get a hold of me use the form on the bottom of the page, leave a comment, or just tweet at me. I try to post three times a week. Thanks for stoppin' by! You're the coolest.

blog stuff

categories

tags

archives

facebook

videos

Do you want to make a Let's Play of one of my games, or a just a video featuring footage of my games? You have my full permission to do so! Even if you are monetizing your videos, you still have my full permission to use any footage from any of my games. Go for it!

contact

Your message has been sent! Thanks :)
SEND MESSAGE