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Feedback / DevLogs / Re: Collecton
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on: March 04, 2014, 01:18:09 PM
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Ooops he's trapped!  But fortunately it looks like the vertical wall problem is handled, he built them correctly on both sides of the room.
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Feedback / DevLogs / Re: Collecton
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on: March 03, 2014, 04:28:40 AM
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Thanks! Still working on building, here's another case solved:  Now I need to make it possible to build stuff right-to-left instead of left-to-right. I've been thinking how should I handle the cases when someone destroys the room before it is completely build, this can make the logic go nuts. I'll probably make the bot stop building the room, take care of the trouble maker and start over again, if that's possible.
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Feedback / DevLogs / Re: Collecton
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on: February 27, 2014, 11:33:01 PM
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He sure does! Before I tackled taking care of entrances I decided that he should be able to cope with full vertical columns, which he can't simply build bottom up. Here it is: 
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Feedback / DevLogs / Re: Collecton
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on: February 24, 2014, 01:06:07 PM
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So now the bot can build if the building is supposed to be in the ground and also if there's a hole here and there he makes sure to fill it.  Now I need to make the bot be able to close entrances that won't be used. Gotta pick up the tempo.
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Feedback / DevLogs / Re: Collecton
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on: February 15, 2014, 11:46:56 PM
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Finally partially finished networking - some stuff works! There are no fancy latency reduction techniques, so it probably works OK only on LANs, I'm gonna test and see how much high pings ruin the game and try to work around this later. Now I'm gonna go back to the actual game stuff.  Sorry for the low framerate, I didn't want to make the GIF too big.
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Feedback / DevLogs / Re: Collecton
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on: November 19, 2013, 11:53:38 PM
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The AI building levels reminds me of 3D printing... it's really fun to watch haha.
This game looks really interesting... At first the artwork and first few screenshots seemed pretty simple but after looking at all the mechanics in the game... I'm impressed.
Would love to see what the final game ends up being.
Thanks a lot! I'll try to steadly go forward with this game, maybe one day I'll have enough stuff to share a build.
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Feedback / DevLogs / Re: Collecton
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on: November 13, 2013, 08:35:21 AM
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Hi guys,  I'll be streaming the development today, you can watch it at twitch.tv/danbrani. I'm making this game in unity, so if you're interested to see how I work, have any questions, suggestions, tips or whatever, feel free to join. Cheers! Update: The stream's finished! Thanks to everybody that came in, I'll be making more of them so I don't slack off too much. It's much harder to keep working regularly on a game when you need to attend to university, but I hope that with this I can keep myself motivated.
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Feedback / DevLogs / Re: Collecton
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on: September 22, 2013, 01:19:18 PM
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Delivery!
-gif snip-
Hmm, interesting... I'm working on AI that builds things too and have the hurdle of "How do they build walls that are taller than them"... A temporary climbing platform, constructed by the AI automatically may be the answer... Cool stuff, dude. Thanks! You need some kind of scaffolding for that, unless you can fly! Must be disposed of after the job's done, but nothing you can do about it. If I had not implemented one way platforms I'd be in trouble now, because these are such a great scaffolding material. Making AI being able to deal with gravity is not as straightforward as I hoped it would be. Especially pathfinding is a much bigger problem when you need to take physics into an account. Fortunately, no need to use it for deconstruction/building.
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Feedback / DevLogs / Re: Collecton
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on: September 22, 2013, 12:18:21 PM
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The building? I just tell the AI when it should press which buttons, and then the character logic takes over to react to those inputs.
The building logic goes bottom-up, left-to-right. When a first empty tile while going up is met, it switches to place tiles top-down. Once a whole column is in place, it goes to the next one, and starts again from the bottom and so on until all tiles have been placed.
When a bot wants to place a tile way above him, he places platforms so he can reach the tile. Once the platform is not needed, it is drilled out. When a bot wants to place a tile that is occupied by him, he jumps up a bit.
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Feedback / DevLogs / Re: Collecton
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on: September 22, 2013, 09:28:15 AM
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Delivery!  Still lots of stuff to do. I don't know whether I'm going to continue working on this or maybe take on traps for a little change. I'd like to see multiple skeletons building a dungeon... but that requires a lot more work.
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Feedback / DevLogs / Re: Collecton
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on: September 19, 2013, 11:35:47 AM
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Cool pathfinding. You can make it a bit more efficient by skipping waypoints if there's a clear shot to the next one, rather than necessarily going to the next waypoint (it'd be a bit more natural, I think). Anyway, nice job.
Thanks! I'm probably going to work a bit more on pathfinding, but since it kind of works its priority went down, going to work on other things now. @kitheif Thanks! I must say that I've been having trouble to sit down and work lately for no obvious reason, maybe it will help if I promise to finish something by the end of the week. So I promise to have a bot build at least a single room by himself by the end of this week! Starting now. Thanks again for the comments, they help a lot.
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Feedback / DevLogs / Re: Collecton
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on: September 14, 2013, 06:48:09 AM
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Well, only if you choose to be a necromancer! In other cases there will be an appropiate charge.
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Feedback / DevLogs / Re: Collecton
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on: September 13, 2013, 11:29:06 PM
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Sorry everyone, the demo will not be out for a while longer! Actually I have no idea when it will be out, I think that'll be after I'm not ashamed to show what I've got to show. In the meanwhile I was working on placing tiles by characters:  Pathfinding:  And trying to make AI build rooms. For now only the deconstruction is sort of done, the building comes up next.  After the bots are able to build rooms I plan to make them build a whole dungeon by themselves, similarly to the algorithm that generates the dungeon now.
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Feedback / DevLogs / Re: Collecton
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on: August 16, 2013, 11:52:52 PM
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You can use both, just have some random encounters like with special mobs (not necessarily bosses) require killing, so that people don't get past them without fighting against their specialness.
Good point, thanks! @geepit, @Vindora Thanks, I want to release a test build by the end of this month, I hope you'll give it a shot!
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Feedback / DevLogs / Re: Collecton
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on: August 16, 2013, 12:50:36 PM
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I really like Binding of Isaac but I don't know that closing the doors for each room would work for this game. I'd say let the player leave rooms like in Rogue Legacy.
Also this game looks really cool, can't wait to see what it ends up as.
I guess you're right, thanks for the feedback!
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Feedback / DevLogs / Re: Collecton
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on: August 16, 2013, 10:43:02 AM
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So I made a few test rooms and here's what the generator made of it: http://youtu.be/AtMfy4w7sQwI want the dungeons to feel as being quite separated from the outer world, so I'll probably make only the rooms you visited visible and try to see if there can be some nice camera work done while walking into the next room. What do you think about doors closing after you enter the room until the enemies are killed - binding of isaac style? Any cool ideas in general?
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