aie !

A Random Programming Encounter in the Narrative Unit

Halfway through writing about our characters for this Unit, we jumped into a new program and a new language. Word-based programming, on a little something called ‘Twine’. 

Using this program we made the beginnings of a choose your own adventure game.

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Crafting of Mines. Therefor, Minecraft.

So. Perlin generation and how it makes Minecraft. I knew it was complex, but damn. My head hurts. Low resolution graphics don’t mean a low quality game. The maths behind this is something else.

AI Pathfinding

An Update on what I’ve been working on for the Final Defence Fortress prototype. Originally I had planned to use Unity’s navmesh for pathfinding, but because of the way I designed the building system the path finding would need to update during run-time, something Unity’s navmesh can’t do. So instead I’ve been programing an A* pathfinding system which can update during run-time.

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Questioning Morality

I evaluated and studied a game that really delved deep into how much story is told through its environment, the beautiful score, the use of colour and the unpolished but emotive animations, all of which add to the shared experience of the player and the “protagonist” without the strict use of much dialogue or other zone breaking elements.

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AI Pathfinding - Update

An update on the A* pathfinding system I’m doing for my prototype. I’ve added smoothing to the paths so I get a more natural looking movement. I’ve also added weights, which means I can add a penalty to moving on different surfaces, which the AI will take into account when finding a path.

For example if there is puddle of mud between the unit and its target location (and walking through mud slows the units speed), it will figure out if its better to walk around the mud or walk through it. Another example as shown in the GIF, the grass has a small movement penalty, making the AI prefer to walk along the road instead of straight to the target, despite the path being longer.

A brief look back.

This is a compilation of some of the things I’ve designed since beginning my game design course with AIE.

With the end of the first module, I’ve one side of me which is extremely proud of what I’ve learnt in the short time and another that is keen to learn even more. 

Looking forward to more of an awesome year.

Shadow of the Colossus

At the start of the year, we were given a list of games. Each month we are to write an analysis on 1 game that we haven’t yet played off that list.

Shadow of the Colossus is one of them, I was shattered when I realised I couldn’t write about it. I didn’t have an excuse to go play it again. After all, it is my favourite game. (At the moment).

Looking at it in class made me so happy. Here’s what we did:

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“Job Done” - RTS Prototype

Worked on the basics of a Real Time Strategy game prototype today, with selecting and commanding units, and worker units automatically searching for resources on the map, mining them, and returning to their base to store the resources gathered.

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Bears of Boop, Bears of BETA!

Ticking off a milestone never felt so good. The buggy little creation that Bears of Boop was 2 weeks ago is no more. 

I mean, sure, there’s still HEAPS of bugs but let’s not talk about those right now. 

Instead…

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Final Defence Fortress: Post-Mortem

Yesterday marked the end of development on the 6 weeks prototype Final Defence Fortress,  a co-op base building meets 3rd person shooter. I learnt a bunch of new stuff and ran into plenty of challenges along the way, but on a whole was an enjoyable experience. So here is a quick post-mortem about the game I ended up making.

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