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Plan for Phil Carlisle

Plan for Phil Carlisle
Name:Phil Carlisle
Date Posted:Feb 01, 2004
Rating:2.0 out of 5
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Well, the ship AI is coming along pretty well. There are inevitably going to be some math bugs in there (occasionally I get a ship heading off along a line somehow :)) but it seems to work.

I left the game running overnight with my ship happily moving between 3 waypoints. Not exactly stellar, but the waypoint system is pretty useful for my space game :) Its nice to be able to set a waypoint for my ship and then set it to autopilot and let it move off to the waypoint automatically.

One downer is that when I enabled the projectile firing (when in range, the ship fires on its target), there was a network barf somewhere. I did some net debugging and I actually think this is actually a problem outside of my code, or rather, its a problem of deriving from a class without knowing the underlying structure.

Anyway, the rest of the AI is a lot more generic, the ships basics are pretty much just that, basic ship controls, its what comes on top of that thats the interesting part.

Is it just me, or has everything just taken a quantum leap in time requirements this year?? :)

I mean, Ive got a LOAD of different projects to work on. But I seem to have so very little time to actually get them done. The space pack isnt done, the "generic AI" isnt done, my space game isnt done, 2 other projects arent done! :)

Someone make the clock move slower!

I also had a quick play with fraps yesterday. I'm planning on doing a small gameplay movie once I get the AI nailed and some more ships active, i think the game is looking pretty cool actually, so I want to share :)

Weird thing is, the damn movie was 40 megs for a 15 second clip! ouchie!!! nice movie and all, but damn! so I'll have to remember to virtualdub the next one, or reduce the size a bit. Maybe need to secure a soundtrack for it too, cus Ive been a bit remiss about adding sounds yet.

Well, anyway, today Ive got to get some marking done for BI, then I'll get stuck into a new "project" for a while. This has priority for now, as its something I need for future classes at BI, plus its kinda fun.

Man, I hate working on a sunday, but thats life :)

Catcha!

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Paul Dana   (Feb 01, 2004 at 14:09 GMT)
you call this working?

Phil Carlisle   (Feb 01, 2004 at 16:20 GMT)
Good point, that was procrastination mode style working.

Melv May   (Feb 01, 2004 at 16:47 GMT)
Phil,

I recommend purchasing the latest Fraps if you've not already. When we did the long movies for Strategem, they were Gigabytes in length and reduced down to 15Mb or so with DivX.

Really looking forward to see what you've done and visualise the particle-FX I can provide to you. ;)

- Melv.

Phil Carlisle   (Feb 01, 2004 at 23:54 GMT)
Really boils down to bloody big nice lookin explosions melv :)

But there's all sorts of procedural animated stuff, less particle-like but still visual candyness :)

Lookin forward to trying it out melv! :)

Sebastien Bourgon   (Feb 01, 2004 at 23:55 GMT)
Anyone who knows Zoom on IRC knows he's allergic to working.
Still a fountain of knowledge when he's not sleeping though :)

Phil Carlisle   (Feb 01, 2004 at 23:57 GMT)
Not allergic.. just.. erm... averse? :)

Gareth Davies   (Feb 02, 2004 at 02:47 GMT)
I don't know about the latest version of fraps, but it used to render completly uncompressed frames (ouch). You can just run it through a third part encoder and save a ton of space.

Personally I prefer Xvid to DivX. Better quality, smaller size, open source etc.

Brett Fattori   (Feb 02, 2004 at 14:01 GMT)
Sounds great Phil! The game workings... not the real working! :-P

I'd like to see the space game in action. It's getting a really nice look (from the last screenie). Mine hasn't progressed at all since I started working on shadows, but hopefully I'll get back soon enough.

Anyhoo.. Great luck with everything!

- Brett

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