RT @pixelnicks: Want to explore this island? Just support #EagleIsland on Kickstarter 😊🦉 t.co/jeAAnRtaWG #gamedev #pixelart #indi… (Today)

@rustym @celsiusgs just round that shit UP (Yesterday)

@impbox dang there's always a catch... (Yesterday)

@impbox ah, dunno if you can customize the shortcutz (Yesterday)

I'm now trying out DYNALIST t.co/pxwNPUMXtC for brain management/task tracking/misc writings. Might be cool! (Yesterday)

@kertgartner okay well now you *have* to make your voicemail this t.co/NVtMVTzIVE (Yesterday)

@Commanderstitch yeah it is. I didnt tweet that in the morning. what are you a time cop? (Yesterday)

@mangadrive yeah okay also the opening of episode 22 of kill la kill (Yesterday)

every morning I start my day with a cup of coffee, 4 eggs, and the arc-gurren lagann transformation scene (Yesterday)

@theBanov thx :3 (Yesterday)

@Vash3stampid3 naming them would only give them more attention~ (Yesterday)

@ADAMATOMIC classic pikagreg (Yesterday)

@AsherVo @fell_martins any% world record (Yesterday)

@kinifi hahah amazing! thanks <3 (Yesterday)

getting excited while watching a trailer for a video game but at the end it reminds me that there's already dlc and… t.co/WJh1g2gcGB (Yesterday)

@MoviusC soooo unreal tournament definitely tried terrain maps with their twitch-fps weapons and they were god damned awful lol (2 days ago)

@MoviusC well if it were like a quake map there'd probably be less giant open spaces, or if there were they'd be in… t.co/0LK7FJCbVs (2 days ago)

if PUBG was just like the same concept but a giant quake map and played like quake then I would be dead from playing it for 999999 hours (2 days ago)

@TeddyDief ancient me: "my bloodline will carry out this task for me sometime before the sun consumes our home plan… t.co/T27Mb6a93W (2 days ago)

RT @fell_martins: 💰💎✨ Boys and girls, I'm open for business ✨💎💰 Resposting artwork because most of my stuff is under very secretive NDAs.… (2 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