by date
Finding My Way Around
Finding My Way Around
| Name: | Greg Tedder | |
|---|---|---|
| Date Posted: | Jul 23, 2007 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Greg Tedder |
Blog post
The past two weeks have definitely been an educational journey. Getting path finding to work took a while, but after a week I was able to get it refined and polished for collision detection on a flat surface. This week I have been busy making severe modifications to the path finder in order to have multiple levels on the map.
Getting the height based path finding to work was a trick, but fairly easy. The hard part has been getting path following to work with the multiple height terrain. I am now in the process of re-writing the entire structure I have been using in order to handle player movement. The new method makes for much smoother movement, and much more accurate path completion. The problem is weeding out all the old methods that are working against the new system.
I expect to spend the week tweaking and modifying the system until it resembles something semi-professional looking, and then moving on to artificial intelligence and getting a fight started. It may be a few weeks, but things are looking good.
I have to put in a good work for Sickhead Games TGB add-on pack. The scripts have been truly useful as well as educational. The animated characters that come with the pack are a great time saver. While there are many features I am trimming out and replacing, I would not be anywhere near this point in development right now.
Here is a quick update on a few areas of the game.
Planning: 80%
Rule System: 90%
Character Creation: 100%
Level Up: 50%
Inventory Management: 40%
Character Graphics: 0%
Terrain Graphics: 5%
Item Graphics: 0%
Path Finding: 100%
Path Following: 75%
AI: 0%
Storyline: 15% --> On paper anyway.
Getting the height based path finding to work was a trick, but fairly easy. The hard part has been getting path following to work with the multiple height terrain. I am now in the process of re-writing the entire structure I have been using in order to handle player movement. The new method makes for much smoother movement, and much more accurate path completion. The problem is weeding out all the old methods that are working against the new system.
I expect to spend the week tweaking and modifying the system until it resembles something semi-professional looking, and then moving on to artificial intelligence and getting a fight started. It may be a few weeks, but things are looking good.
I have to put in a good work for Sickhead Games TGB add-on pack. The scripts have been truly useful as well as educational. The animated characters that come with the pack are a great time saver. While there are many features I am trimming out and replacing, I would not be anywhere near this point in development right now.
Here is a quick update on a few areas of the game.
Planning: 80%
Rule System: 90%
Character Creation: 100%
Level Up: 50%
Inventory Management: 40%
Character Graphics: 0%
Terrain Graphics: 5%
Item Graphics: 0%
Path Finding: 100%
Path Following: 75%
AI: 0%
Storyline: 15% --> On paper anyway.
Recent Blog Posts
| List: | 09/14/08 - The constant tweak of an RPG 05/25/08 - Flat Tile to Isometric 03/04/08 - Will Macintosh Intel Graphics Work for TGB 03/02/08 - Aeges Road Alpha Testing 12/31/07 - A Thought on Saving the Game 11/04/07 - As it is with Aeges Road 08/26/07 - Aeges Road, The Time Draweth Nigh 07/23/07 - Finding My Way Around |
|---|
Submit your own resources!You must be a member and be logged in to either append comments or rate this resource.


Not Rated


