Game Development Community

dev|Pro Game Development Curriculum

Plan for Benedict Walmisley

by Benedict Walmisley · 10/19/2001 (8:10 am) · 0 comments

Screenshots at:
www.wolf-developments.co.uk/newpics

Corporate Engines is going well. For those of you who dont know this is a game I've been writing on my own for the past couple of years.

What has been done?
Graphics Engine is for the most part done - though I could do with rewriting the landscape renderer YET AGAIN. Needs more artwork really.

Object loader is complete but could do with a rewrite to be more elegant.

Particle systems is complete.

A* is done and is finally behaving itself.

A menu is within the game though its behaviour is somewhat spotty at the moment.

Ordering of your units works but doesnt feel 'right' yet. Anyone got any good ideas for a command system that will work well on a mouse or analog joypad?

Physics support is in place but needs some serious tweaking. The tanks tend to rattle across the landscapes and the collisions dont feel right yet. (They recoil 'wrong'). As its important to get this stuff feeling as solid as possible this is where I'll be spending some time over the next couple of weeks.

AI. The biggie. I've done some outlining of how the individual AI should work. I did do some testing using flocking but this doesnt look right. I think the simplest strategy is to use a FSM. This has the massive advantage of being fast and simple. It does require more work for level makers but then that isnt new. I had thought of combining neural nets with genetic algorithms but the results of that would always be a bit unsure of themselves.

DirectPlay is done but HASNT been tested across the net yet. Works fine across my home lan - but then thats not what counts.

Sound. Using FMOD as a tempory stopgap works well enough that I would use it in the final prog. It just isnt worth the time to make use of DirectSound. If in doubt reuse, recycle!

TODO:
Building models and support.
Front end (mission selector etc)
AI
Putting in Wav's so that the player can hear the other characters respond to commands/events. ('Yes, sir', 'we're under attack etc').
Better control layout.