@KupoGames Hahah awesome! That blog post has gotten a lot of mileage over the years ;D (Today)

@twobitart *o* (Yesterday)

RT @MattThorson: TowerFall news 3/3: TowerFall Ascension and Dark World are coming to XBox One! No release date yet, but I'm playing it and… (3 days ago)

RT @MattThorson: TowerFall news 2/3: I finally released the official 8-player TowerFall mod! It's insane t.co/NhCCXhBSlO (3 days ago)

RT @MattThorson: TowerFall news 1/3: A great recap video from 3rd TowerFall World Championship at @IndieOlympics :D (by @MllePilgrim) https… (3 days ago)

@theBanov @djcoreynolan @Travel_Pillow ohhhh that is the sweetest thing <3 (3 days ago)

@TeddyDief 4x cut?? (5 days ago)

@biphenyl I'll have to work on my leading with the lightning gun but I think its doable (5 days ago)

@biphenyl let me know when it has internet (5 days ago)

@jswiatek Sure, can work out the details via email: hi@kpulv.com (5 days ago)

@staticsteven ah it might be sampling from outside the bounds. Maybe somehow clamp it's source pixel to the bounds of the texture. (6 days ago)

@staticsteven I add the displacement at explosions and they scale up and fade out over time (6 days ago)

@floatvoid LEVEL 60 ZEBRA ROBOMANCER (6 days ago)

RT @cmuratori: I propose a different name for "Software as a service" that is more accurate: "Software as a tax." (6 days ago)

RT @TomFulp: Gone In A Flash - Kickstarter for a documentary about the Flash boom that changed the internet. Check it out! t.co/rKx… (7 days ago)

@TimothyFitz you just can't win. just get one of those 800lb widescreen CRT monitors~ (7 days ago)

@ADAMATOMIC @TommyRefenes @neilcic hahhaha this is what 11 year old kyle thought was going to happen when they said fire at will (7 days ago)

@konjak yay slot machines (8 days ago)

@TyrusPeace twitter is a fickle beast (8 days ago)

@ADAMATOMIC top 10 blow ups of 2016 (9 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