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Endless War
Endless War
| Name: | Glen C | |
|---|---|---|
| Date Posted: | Jul 25, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Glen C |
Blog post
I've got a few new bits of happy functionality in place since my last post. Biped2, a new
core entity, is running around with (top-down) torso, head and arms. It can pickup & wield weapons and accessories, pose as needed, change colors and trigger interactions with the environment.

(Biped2 replaces Biped as Entity of choice.)
I've put together a default brain for Biped2-derived entities called the Omniped, which is capable of hunting for & tracking foes, seeking allies, and moving between key target locations.
I've made some new levels to play in and a portal-room to connect them. The new levels are each the size of a 4' square table, assuming the Biped2-scaled entities are the size of a typical 30mm miniature. I like picturing it as a virtual tabletop - the battlefield images from White Dwarf battle reports come to life. :D

(Bluecoats)
I've made a Foe Factory prop which continually generates Biped2 Entities from a random table of options and teleports them onto the battlefield:
Bluecoats start with Pistols, have improved vision, and spawn in pairs.
Redcoats start with Pistols, are generally weaker, but spawn in triplets.
Black Knights start with Pistols, and are slow and tough.
White Knights start with Chainguns, have poor health, but move pretty fast.
Finally, Independants are randomly colored, have Chainguns, are generally tougher and faster, but regard each other as enemies also.

(Skirmish)
By tweaking the various stats and capabilities of each faction, I've gotten them to a balanced (stalemate?) state, where none is strong enough to dominate forever, and the action rolls back and forth endlessly. If I get bored with passive participation or don't like the way things are playing out, I can possess any of the participants and change the course as I see fit. The Omniped brain gives priority to a possessed ally when seeking friendlies nearby to assist, following the lead of the possessed avatar as their new champion.

(Guiding allies)
Next, I'll probably add some more weapons. I'll put together a Pickup Factory to teleport weapons, health, etc, into the field to mix things up and add some more interest. Beyond that, there's so many things I've got in mind that I could try that I've likely no idea what I'll manage to settle on. I do want to make a new pilotable vehicle (I'm thinking a mini-tank) for the Biped2 to pilot at some point sooner, to get the extra level of scale happening, and that begs other mecha, and...and...there's not enough hours in the day!
Cheers folks!
Glen C.
core entity, is running around with (top-down) torso, head and arms. It can pickup & wield weapons and accessories, pose as needed, change colors and trigger interactions with the environment.

(Biped2 replaces Biped as Entity of choice.)
I've put together a default brain for Biped2-derived entities called the Omniped, which is capable of hunting for & tracking foes, seeking allies, and moving between key target locations.
I've made some new levels to play in and a portal-room to connect them. The new levels are each the size of a 4' square table, assuming the Biped2-scaled entities are the size of a typical 30mm miniature. I like picturing it as a virtual tabletop - the battlefield images from White Dwarf battle reports come to life. :D

(Bluecoats)
I've made a Foe Factory prop which continually generates Biped2 Entities from a random table of options and teleports them onto the battlefield:
Bluecoats start with Pistols, have improved vision, and spawn in pairs.
Redcoats start with Pistols, are generally weaker, but spawn in triplets.
Black Knights start with Pistols, and are slow and tough.
White Knights start with Chainguns, have poor health, but move pretty fast.
Finally, Independants are randomly colored, have Chainguns, are generally tougher and faster, but regard each other as enemies also.

(Skirmish)
By tweaking the various stats and capabilities of each faction, I've gotten them to a balanced (stalemate?) state, where none is strong enough to dominate forever, and the action rolls back and forth endlessly. If I get bored with passive participation or don't like the way things are playing out, I can possess any of the participants and change the course as I see fit. The Omniped brain gives priority to a possessed ally when seeking friendlies nearby to assist, following the lead of the possessed avatar as their new champion.

(Guiding allies)
Next, I'll probably add some more weapons. I'll put together a Pickup Factory to teleport weapons, health, etc, into the field to mix things up and add some more interest. Beyond that, there's so many things I've got in mind that I could try that I've likely no idea what I'll manage to settle on. I do want to make a new pilotable vehicle (I'm thinking a mini-tank) for the Biped2 to pilot at some point sooner, to get the extra level of scale happening, and that begs other mecha, and...and...there's not enough hours in the day!
Cheers folks!
Glen C.
Recent Blog Posts
| List: | 10/29/07 - Platforming with TGB 10/02/06 - Moving ever forward. 08/10/06 - Sandboxes, Shmups & Tilemaps 07/25/06 - Endless War 07/17/06 - Hitting the road. 07/10/06 - Weekend Warriors 07/06/06 - Sandboxing 07/05/06 - Gyhart Framework Design |
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Submit your own resources!| Jeff Tunnell (Jul 25, 2006 at 20:54 GMT) |
If you are interested in doing more with this than just playing, let me know. jefft at garagegames dot com.
-Jeff Tunnell, GG
| Jesse (Midhir) Liles (Jul 25, 2006 at 20:57 GMT) |
| Rob Riddell (Jul 28, 2006 at 16:38 GMT) |
smiles . ..
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