July 22nd, 2009
I haven’t quite been working on TvT2 as much as I should. I’ve started plotting out how I want to do the website already, which I shouldn’t focus on until next month.Almost a week ago, I had the basic gameplay down and thought I was going to post a short demo of what i had planned, but things didn’t turn out the way I wanted them to.
Anywhoo. I have the basic idea of what I want to do for the actual web side of things and I’m anxious to get cracking. I’m not going to rush getting the real game done though, I may just extend things in to next month.
July 2nd, 2009
So I started building yesterday and I hit a snag, and it’s the kind of snag that really has me scratching my head. Before I get knee deep in the actual development, I’m attempting to make sure I have all of my ducks in a row. This first nag I hit. AI…
This has been something that I’ve lacked in my previous games. Most of the games roll a random number or the enemy mindlessly wanders forward off a cliff. Never have I given any real thought to how I’m going to approach artificial intelligence on a project I’m building from scratch. So with this competiton I’ve decided that the enemy AI is going to have a predictable pattern that you can pay close attention to, and follow. Leading to easier defeats of the boss and the such.
I’m not going to attempt to come up with any crazy algorithms that anticipates what the player’s next move will be and preemptive strikes. Nope. I want a very old school feel to this next project, and I’m going to pull it off in a month.
In the meanwhile I will be using blocks and squares to get my point across, this will only be the case while I am developing. So the first few videos you may(or may not) see will contain “programmer’s graphics” just until I manage to get everything up and running. Then I will focus more on the real artwork.