Game Development Community

dev|Pro Game Development Curriculum

Break Everything Then Fix It! Exciting Life Of Indie Deving!

by Steve Acaster · 05/31/2012 (10:02 am) · 14 comments

I had a liver detox diet, lost the strange bicycle tire which had appeared around my torso, eat more fruit than anyone had ever eaten before, took up skipping - which is knackerising - bought a few crates of ale and a bottle of baffling expensive rum under the guide of death metal celloist Silent Mike (it was a very pretty bottle), sat about in the garden because it had finally stopped raining in the Shire of York after the wettest Spring since 1907. And even found time to break everything that I'd done dev-wise whilst trying to fix it.

So I ended up changing my art style again ... immediately after I'd decided on what it was going to be ...

So it is now more "painterly" and less "abstract".

fc09.deviantart.net/fs71/f/2012/152/1/b/stylized_terrain_texture_redux_by_ackers-d51vneb.jpg

I'd done a bit of refractoring my working level, shrinking the size of the hedges a little and opening more gaps between them. I'd also noticed that I'd been getting a fair few failures on pathfinding with the Recast resource. My terrain is very bumpy and I'd set >1500 custom class CoverNodes about and done pathfinding between them with an automated script to test around 7 million paths. Initially I'd a rather worrying 2.5 million failures, and after a bit of saving throws in my pathfinding scripts, I'd got that down to <200k, and then thrown in a simple "move to nearest node where you can actually get a path" incase that 3.7% failure rate occured in game.

I'd improved my Ai, getting them to make decisions about when they should try and hide from the player. Previously they'd either stopped at distance if they were "support" or advanced if they were "assault". I've always been a fan of turn based strategy/tactics games ... which is why I'm making one obviously ... but sometimes their Ai has been a bit ... daft. Steel Panthers I'm looking at you. I added in a whole load of new thinking to make the computer act more in the way a player would, but still using it's randomized battle plan.

Suddenly my Ai were filled with awesome and powered by buttkicking, so it was time to remove all the little helpers I'd given them previously to make them more competitive, like maxing out their stats, they now get the same chances for decent stats as the player.

Which all goes to make battles more competitive, varied and fair.

Somewhere amongst all of this I'd noticed a few bugs so I'd fixed them, and thus managed to break "many things", again mostly pertaining to the Ai. After a fair bit more hitting Torsion with a mallet I got things working again as they should do.

fc09.deviantart.net/fs70/f/2012/152/5/6/figure_animation_test_by_ackers-d51vnmz.jpg

I'd also made a start on creating some player characters - or at least a "base character". I'd looked at some of the meshes that I'd got from Evolver for use in Blender some time ago, and studied one of these as a base for rigging and animating a custom character. I'm doing a SteamPunk vibe, so everyone "struts imperiously". I'm still using Ye Olde Blender 1.44 with DTS exporter 0.964, though I export with collada for the foliage/trees/bushes so I can use vertex painting. Speak of vertex painting - "bank" posted a fix for T3D.

I'd also made a whole load of improvements to my GUIs, such as adding a new button for reserving a shot at half maximum range if you don't want your little chap to be wasting shots on things miles away that he's unlikely to hit. In "loadout" I'd also added the ability to equip one chap and then have his equipment cloned to all unequipped troops - money and individual strength/encumberance permitting - which is incredibly useful when you have a bag of Conscript Militia who can only use basic equipment until they get promoted ... should any of them survive the battle.

Still to do is a bit more Ai thinking tweaking, a bit more environment tweaking, creating some finalized models for troops and weapons, testing the assault and defend gametypes, doing the art for GUIs, and errr ... general stuff. My bug fixing list gets smaller, my todo list doesn't seem to. Oh the exciting life of Indie Deving!

tl;dr good things happened, bad things got fixed, I'm eating a lot of fruit.


#1
05/31/2012 (10:59 am)
While I did like the abstract style seen in the more stylized art, the more painterly scenes seen here do seem more pleasing as a whole.
#2
05/31/2012 (7:58 pm)
Fruit is good.

Good review of your work. The scenery is beautiful. A little too beautiful for a battle scene. Maybe make it so you can destroy the scenery a bit?

Good job!
ntl;DIDr
#3
05/31/2012 (9:40 pm)
Good stuff man! Keep it up.
#4
06/01/2012 (5:04 am)
The art style is looking really good, maybe a bit more vibrant skies?

Anyway, keep up the good work!
#5
06/01/2012 (2:44 pm)
Yeah, this Heidi style scenarios do not reinforce the idea of WAR!

I like it.

Apples! Apples are better fruit you can get for your liver. Also, a good ancient liver detox (natural) practice is the Shank prakshalana. I've done it about three times. Intense experience, but the results are worth it :)
#6
06/01/2012 (3:17 pm)
Hey! I used to watch Heidi! ;)
#7
06/02/2012 (12:06 am)
Steve,

Wow, love reading your blogs man...dang, better than an acid trip really. anyway, glad it stopped raining! Not to nit pick. but if you can, I would recommend editing your UV projection on your trees. It will help get rid of the "textured planes" look.

Obviously, not sure what modeler program you used, so not sure how walk you through doing it, but it would help with that part of it. Other than that. It's starting to look very good!

Ron
#8
06/02/2012 (1:01 am)
Okay Novack you opened the door. You mentioned a TV show we don't get in the states. Not that it matters, but it made me think of Teletubbies...

So naturally I have to ask:
Do the Teletubbies look a little too much like the Slavine from the newer Doctor Who shows?
#9
06/02/2012 (6:54 am)
Wait, wait, you didnt had Heidi?!!
#10
06/02/2012 (7:05 am)
Gah! There's a Japanese cartoon of Heidi!? Wow, those colours are bright! (sunglasses)

I remember watching the "badly dubbed into English with terribly fake German accents" live action series as a kid in the 1970s.

(lol, google.ar image search brings up Heidi Klum wearing very little, sandwiched in the middle of hundreds of colourful cartoon pics!)
#11
06/02/2012 (12:06 pm)
looks good Steve! I cant wait to get back to actual game development.
#12
06/04/2012 (2:54 pm)
Great update as usual!

Steve, if you have some extra time, I'd love it if you shot me a message via the form on my website. I had some dev stuff I wanted to talk with you about. Thanks much!
#13
06/05/2012 (7:02 pm)
I've just spotted a really basic error which I'd made in my pathfinding.

I had set my need-new-path variable to -1, but on startup I was initiating it as 0.

Meaning that the Ai had a tendency to fall off their paths and the whole navmesh on startup ... DOH!

After rectifying that I'm seeing only a couple of my (10!) saving throw path functions getting used ... lol 3 weeks hard scripting extra work there. Well, at least it's now impossible for it to go completely wrong with all the extras.

:P
#14
06/11/2012 (1:40 pm)
I like this new style. Great job, Steve.