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Plan for Mike Nelson

by Mike Nelson · 02/06/2002 (7:46 am) · 0 comments

After completing the objectives of my last plan, the Mission Generator for Myrmidon is really starting to come together. There is still a ton of work to do before the code freeze for this phase in a couple of weeks. But I'm sure that I'll hit the deadline.

We brought on board an new level designer Christopher Brethen and he has come up with some great new ideas for extending the features of the Mission Generator. So even more features have been added to the requirements list for this phase. I already have the new features for the terrain object placement complete and polished up for this phase. I'm currently working on linking random terrain objects with random interior placement -- so they'll only show up when the interior is placed. Next I'll be working on the algorithms and formulas for dynamically creating the enemies and objectives in the mission based upon the level of experience of the players in the mission.

I've added a couple new console functions to help the Mission Generator. I was very pleased to see that adding console functions in Torque is super easy and quick to do compared to some scripting engine designs that I've read about. This is a powerful lever that I was able to learn and use quickly. It saved me a lot development time.

The Mission Generation has been a good challenge for me to work on and am pleased with how it's progressing. It'll be a very cool feature of the game.