Unreachable Rooms

It’s been a while… if you’ve been expecting content, I do apologize.  I’ve had quite a few other pressing matters to attend to and well, updating this site didn’t make the top 10.  But now… now… it’s at least top 10.  So hopefully I’ll have lots of stuff to post in the near future.

As I’ve mentioned… once or twice (there’s an entire category on this site!), I love thinking about and producing procedural content.  Not only does it reduce the amount of content development I need to do (which is time consuming, especially for programmer-art types), every application brings about new and interesting problems to solve.

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Working on the UI

Well I’ve spent the better part of the last week trying to design a UI for this experiment / game.  There are a lot of constraints I’ve been working with, and while I can probably whip up a UI for the current features, I need to make sure I consider the long term goals  for this project.

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Talking Performance

It’s not like me to not discuss performance really at all yet.  I’ve mentioned some optimizations for loading time, but the real performance questions are during real-time operations.  For a game that will be heavily based on AI agents, and lots of active objects, I need to make sure the code is highly optimized.

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Peaceful Zombies

Finished lots of optimizations today, but you can’t really see any of those in the screen shots.  Other than a small improvement on town and building placements.  Towns are now able to organically grow during the world building step, and they connect correctly with roads now, without drawing too many roads (lots of 2D sorting went into getting that to work correctly).  

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Swamp Thing

Here’s another quick update.  Wanted to really just get some bodies of water done… halfway through I decided it would be better (both thematically and for gameplay reasons) to have most of the water on the map be this murky-swampy substance.

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Roads are now much less Ridiculous

Well that was both a productive day and an unproductive day, all at the same time.  I started the day with some pretty decent progress.  The previously posted “Day / Night” cycle, tweaked building placements and generation.  Everything was going smoothly…

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Day / Night Cycles

Quick midday update, I now have a day / night cycle that fades in and out.  There’s also a fancy journal / log that slides in from the left when you hit tab.  The rest of my time has been spent trying to correctly parameterize the world building algorithm.  

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Putting it to the Test

Well I’ve been working away on RPM v1, and decided I’d try putting what I have so far (very rudimentary design) to the test and make a quick game.

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Procedural FPS Maps V1

I had two main goals with this little mini project.

1. Get to know my way around Jmonkey a little better.

2. Design some heuristics around FPS maps (mainly for deathmatch style games) from scratch.

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Procedural Generation Intro

Ever since I started to really get interested in game development, I’ve always been interested in procedural generation.  Procedurally generating content is a great way to improve replayability in your game.  Many games already take advantage of this by generating things like: dungeons, random item drops, and terrain.  Basically, anything that is not scripted directly by a human, has been generated through the clever use and combination of repeatable formulas, building blocks or whatever other method you’re using (I’m going to try to invent new ones, I’m that cool).

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