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Travis vs Troy 2: Day 22

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.

Travis vs Troy 2: Day 2

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…

Artificial Intelligence
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.

Graphics
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.

So where were we? Oh yeah Travis vs Troy (competion 2)

July 1st, 2009

I had Troy vs Troy running at a decent speed. I had 3 players almost working. One player was controlled by the user, the second player was controlled by AI(Randomly running in a circle) and the Third. Well the Third was going to work via network. That was until I went to Wizard World East(in Philadelphia). After that happened I shelved Troy vs Troy and decided to focus solely on Travis vs Troy.

In my infancy(my actual experience) regarding AI programming, I’ve been trying to figure out a better way to do things this time around. I’m not going to lie or hide anything that I’m doing this time around. I’m going to try and document/blog better this time around and talk of my mistakes and shortcomings. So here’s a few things about this competition.

The Rules
1. Travis got a two week head start on me because …
2. It has to be a platform game. (I’ve built one before so I had an advantage)
3. The game has to work within a website. (This loose rule has me scared what Travis may pull off)
4. The competition ends on August 31st.
5. The game has to be written in Flash. (This was a damper because I was going to try something very slick.)

The Game
So with these four rules I’ve decide to revisit the concept of a literal “Travis vs Troy” concept. The main character is going to be Travis (voices by yours truly) and the antagonist is going to be MrTroy (voiced by Mikey McFly). And since I’ve already had experience with building a platformer, I want to dedicate more time towards building something very polished. As I was saying above I went to Wizard World East and I saw the New Grounds booth and thought to myself. Maybe I should make something very polished instead of thinking of only functional.

So… at the time of this writing I can only say this…
“Abuse” – Look it up. It’s what I’m attempting.