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Scott Coursey's Blogs

Claude gets a makeover

I've been diligently working on my Raiders of Leeros game and found that my brain was fried from the AI (I wondered what that smell was...). So, I decided to take a short break. I played Minions o...

Author Scott Coursey Date 01/23/2007 (6:53 pm) Comment 3 comments

Finally, I can beat my game!

A little bit ago, I wrote about how I could not beat the AI in my game. I've taken some advice and worked more on it. Now I can proudly say that I can beat the AI. It's not a hard thing to do - it ...

Author Scott Coursey Date 12/29/2006 (10:09 pm) Comment 2 comments

My AI is so frustrating

I have a long way to go before I complete my strategy AI. The reason I'm saying it's frustrating is because it's working very well. Ok, too well. As I'm testing the AI, I need to play around with i...

Author Scott Coursey Date 12/23/2006 (8:11 pm) Comment 12 comments

Progress on strategy AI...

Well, I now have a modified and filtered depth-first search algorithm implemented (A* just isn't necessary here). It's all written in script and runs rather well. I also have the code in place whe...

Author Scott Coursey Date 12/22/2006 (9:39 am) Comment 0 comments

Gotta love scripts...

I'm working on the AI components of my game right now. It's in the early phases, so there's plenty of work to be done. I've made a few false starts on it and decided to take a step back and model th...

Author Scott Coursey Date 12/17/2006 (9:00 am) Comment 8 comments

My brain hurts...

I started writing the AI code for my game yesterday. I've been planning it for months now, along with other aspects of the game. I have the AI broken down into eight managers that perform specific...

Author Scott Coursey Date 12/11/2006 (7:54 pm) Comment 6 comments

Raiders of Leeros pre-beta DEMO

<autosyn>(I submitted a dev snapshot, but don't know how long it'll take to get up, so I'll put the same thing here) I am ...

Author Scott Coursey Date 11/28/2006 (6:51 pm) Comment 8 comments

Filtered Movement Maps Done

I found some time today and completed a piece of code that's been bothering me. My units display a grid letting you select their movement. There was a problem in that, if you had a line of enemies, ...

Author Scott Coursey Date 11/25/2006 (5:21 pm) Comment 3 comments

Screenshot and progress

I've been working, with what time I have, on my Raiders of Leeros game. I'm very pleased with it. The game is completely playable with up to four people and I've added knights (strong soldiers) and ...

Author Scott Coursey Date 11/17/2006 (6:57 pm) Comment 6 comments

New major milestone

I just checked in my fixes to my game, The Raiders of Leeros, completing my 0.2 milestone: full networking. As I'm not using any TGB/TGE networking other than the TCPObject, this is a very good ste...

Author Scott Coursey Date 11/10/2006 (10:44 am) Comment 4 comments

The Raiders of Leeros DEMO v0.1

I posted a dev snapshot, but I have no clue how long it will take for it to come up. So, without further ado, here's a duplicate of the snapshot... [image]www.courseytechnologies.com/graphics/rol/...

Author Scott Coursey Date 10/22/2006 (12:36 pm) Comment 2 comments

Networking done. Now on to more interesting stuff...

I've finished the networking side of my game. There's some pretty ugly code in there, but it can be cleaned up nicely. It works very well with one or two known glitches. TGB is really fun to work...

Author Scott Coursey Date 10/03/2006 (7:04 pm) Comment 5 comments

Almost have a prototype done...

I'm currently working on a turn-based strategy game in TGB. I'm this close (in case you can't see me, I'm holding my fingers really close together) to having a functional multi-player mode. *yay!*! ...

Author Scott Coursey Date 09/26/2006 (9:19 pm) Comment 6 comments

Better forward for Claude

I've been playing around with the anims for [url=www.blendedpixels.com/Torque]Claude[/url] and have a pretty nice [url=www.blendedpixels.com/Torque/Claude/Pre_0-5_Forward.mov]"forward"[/url] going. I...

Author Scott Coursey Date 09/01/2005 (8:17 pm) Comment 6 comments

Claude v0.4

Claude v0.4 isn't a major milestone, but rather getting the anims from v0.2 back into the pipeline. I also adjusted the rotation of the mount0. The weapons were mounting at really strange angles.

Author Scott Coursey Date 08/29/2005 (9:02 pm) Comment 2 comments

Claude v0.3

I've just completed my http://www.garagegames.com/mg/forums/result.thread.php?qt=33822. I know the anims don't work properly, but his mesh should be completed and his...

Author Scott Coursey Date 08/25/2005 (3:10 am) Comment 0 comments

Claude v0.3 is almost done...

Yay! I have Claude 0.3 almost done. There are a few more things to do, but he's looking great. I have the IK Solvers working (with baking) and updated hands that look more like he's holding somet...

Author Scott Coursey Date 08/12/2005 (1:20 pm) Comment 4 comments

Claude and IK handles

For those who have downloaded my Claude character for Blender, the next release (v0.3) will have IK handles. Yay! That'll make animating much easier, but it will also break the existing anims (as ...

Author Scott Coursey Date 08/05/2005 (10:19 am) Comment 2 comments