Nelg first started setting up our DYI motion-capture “studio” at his place in early 2011. He’d purchased the iPiSoft mocap software way back in late 2010 but I was busy working at Hellbent then and Nelg himself is always busy with his day job.
This week he’s been ··· Read this post >>
Here’s a nifty UnrealScript navigation trick buried in the example code for the UDK “RTS Starter Kit”:
bPreciseDestination = True;
That simple little combo on a Controller will make its Pawn walk autonomously to the location ··· Read this post >>
And then some days I just spend the evening obsessing over fixing one annoying bug.
In this case: A silly replication mistake on my part where I wrote a Pawn’s PostBeginPlay() as a function rather than a Simulated Event. D’oh! Everything worked fine in single-player, but in ··· Read this post >>
I’ve made a
4thWall Awareon G+ “Page”. Actually I made it awhile ago, but starting today I’ll be updating it.
As per my plan: I’ll be posting regular / almost-daily dev updates here on my personal··· Read this post >>
Following up on this topic: Here’s my attempt to make a UDK volume via 3D software (in my case SketchUp. I know! lame, eh?) This worked out better and easier than I expected.
- I made an object in SketchUp that I thought might screw up as a UDK brush. I exported that as a T3D (HardPCM’s
··· Read this post >>
Nelg and I ran a stress test with the
4thWall Awareon prototype today. At 350 AI-bots (on follow-pathfinding) the body jams really piled up. Still every once in awhile they managed to break free and the chase would get crazy for a bit. At below ~250 or so, individual behaviour was more evident.··· Read this post >>
Navigation bugs can be so bizarre and hard to track down, especially when combined with replication errors.
Nelg and I just ran into a problem where our
4thWall Awareon test bots got very confused in certain circumstances, but only in a Listen-server situation. Single-player bot pathing··· Read this post >>
This week I’m discovering that pathfinding in UDK is far from a turnkey solution.
It sounds so easy to generate a navmesh. Just drop a Pylon onto a floor and Build Paths. With Recast added recently as an option, generation is really quick too, plus the meshes look fairly clean.
Except··· Read this post >>
My testing for multiplayer / replication has progressed quicker than I thought it would. Now I can step into the next phase on this prototype: AI coding.
I’ve always held a deep respect for game-AI coders, so it feels a bit strange (and awesome!) to tread those waters myself. My personal-project··· Read this post >>
One of the great things about being Indie is that I can experiment with features without worrying about them being perfect or proven. Taking risks is a plus.
Nelg, Nin and I are nuts for cooperative games, but we’d placed co-op thoughts on the backburner for
4thWall Awareon: a full co-op··· Read this post >>
Agency is the capacity of an agent (the player) to act in a world. Agency is also the impact the player has on the world, the changes of which belong to the player as their creator.
I think there’s a human compulsion to have an impact. To leave some sort of mark. In games, this relates to Romero’s··· Read this post >>
Happy Leap-Day everyone! When I set aside Feb for working on our game’s UI, anyone and everyone I know who has anything to do with UI told me that was way too short. Of course they were right, although I meant this to be the first serious pass which will have many followups.
Even for a start··· Read this post >>