Skip to main content

[TPU] - Thursday Progress Update #01

TPU - Thursday Progress Update 01 - 06/06/2013

Quite a few things have changed in the past week, with loads of performance tweaking and AI improvements the game is moving at a brisk pace. I'll be making a progress update with a checklist every Thursday to keep anyone who's interested in my projects up to date and give myself some targets to shoot for.




Completed Last Week:


The Adventures of Clark Doud
  • Dungeon
    • Replaced placeholder graphics with the real deal
    • Improved generation algorithms
  • Control
    • Improved Camera responsiveness
  • GUI
    • Added HP Bar
    • Added WP Bar
  • Combat
    • Player can deal damage (Based on sword stats alone)
    • Monsters can deal damage (Based on base stats alone) 
    • Blocking now reduces damage (Not yet based on shield stats)
    • Player can kill monsters
    • Monsters can kill player
  • Monsters
    • Exhaustion - Mobs now become exhausted in prolonged battles
    • Inherited Behaviors - Modified the AI system to allow monsters in the same group to have some slightly different behaviors, e.g. a larger version of a small monster can have an additional attack but still share the basic attack pattern of the smaller version
    • Added in the Baby Dragon
  • Performance
    • Performance tests see very good frame-rates on low-end PCs on low settings (50FPS on a Laptop from 2001!) and fantastic frame-rates on others (Highest test was 250FPS on a gaming PC). These tests and my interest in the OUYA/Android in general lead me to believe I will probably try to publish the game on those platforms as well as PC (for free obviously, if i ever get sufficiently decent visual assets)
    • Dynamic occlusion culling scripts have been added but only improve performance in massive levels. Will set them to turn on automatically once the player reaches dungeons which are large enough.


Things I Want To Get Done Next Week (In Priority Order)


The Adventures of Clark Doud
  1. Weapon System
    1. EXP Gain and Leveling
    2. Weapon Breaking
    3. Weapon Upgrading
    4. Shield stats
  2. Combat
    1. Damage text
    2. Different strikes modify damage
    3. Monster stats modify damage (defense)
    4. Blocking damage reduction based on shield stats
  3. Monsters
    1. At least 1 additional Monster
    2. Further improved Monster AI - Choosing when to go in for an attack.


Thanks for reading as always. if you have any questions about anything or if you think i should prioritize something differently leave a comment below! The blog is eager to receive its first comments. 

~Tick


Comments

Popular posts from this blog

Wacom vs N-Trig - A Modern Comparison

WARNING : This post is long. I wrote this because I could not find an unbiased comparison of the modern N-Trig and Wacom technologies online. It was written in response to the artistic outcry regarding the Surface Pro 3. If you are an artist, I believe it is worth reading. UPDATED as of 20th June 2014 to reflect N-Trig software advancements. UPDATED as of 23rd June 2014 to reflect new direct Digitizer comparison information. Those of you who may visit this site regularly will know that I am a game developer, but what you might not know is that I also do a lot of sketching. (Maybe one day I will post the stuff online) Since I am a geek, I do almost all of my sketching digitally, which means I am always looking out for new developments in digitizer technology. This brings me to this post in particular: Following the announcement of the Surface Pro 3 , many artists were shocked and disappointed by the news that the SP3 would be using N-Trig technology rather than Wacom techn...

Unity: How Adapters can help you write fewer MonoBehaviours

TL;DR: You don't need to duplicate a bunch of code to do the same things to a Image and a SpriteRenderer , or RectTransform and Transform , etc. You can use a simple pattern called the Adapter Pattern. If you've never used it before, this post explains how. The Problem: Image vs SpriteRenderer Lets say you want to make a sprite fade out , maybe its a dead monster or a collectible, but in either case you want it to gracefully depart from the screen rather than blink out of existence. Kinda like this eyeball monster from  Beastly : So that's pretty easy right, one way of doing it is with a MonoBehaviour that modifies the sprites alpha value via SpriteRenderer.color . Your class might look something like this: public class AlphaFaderSprite : MonoBehaviour { public SpriteRenderer spr; public float fade_percentage; void Update() { spr.color = new Color(spr.color.r, spr.color.g, spr.color.b, fade_percentage); } } Now, anyone who's used Unit...

Design Bites: Minecraft - Feed The Beast

The "Design Bites" series is about learning or appreciating just one design element of one game. It's about applying an analytical eye, even if it doesn't touch on everything. What's Minecraft - Feed The Beast? Minecraft is a Sandbox developed and released by Mojang in 2011 (Kinda, it was in beta for a long time). The player roams a procedurally generated world building things and collecting resources with a variety of tools. Feed The Beast (FTB) is a collection of Mods for Minecraft, which add new items, creatures, resources and other features to the game. There are many different Feed The Beast modpacks, each with their own goals and focuses. This article is specifically about "Feed The Beast: Infinity Evolved". I would encourage anyone curious about FTB to head on over to the Feed The Beast website or Forums and check it out! What's Awesome? Deep inside all humans is the burning desire to build a nuclear reactor. No? Just me? Alr...