Category Archives: Technology
More experiences with the shaders… As you might have seen, I haven’t had much time to work on the game, so I’ve not been very productive… Besides, playing with shaders is fun and time-consuming… I’m trying a different approach to the effect… Now I’m trying a more “space travel/warp speed” kind of effect: It looks […]
Still working on the special effect I mentioned yesterday… Another part of the effect is that I want to look like the extruded volume is looking into another place… For now, I’m trying to figure out how to make a nifty effect based on screen position, although it might not be the right approach… Based […]
For the last boss, I need to make a special effect, and for that effect I need to extrude a bezier curve along a path, and to texture that bezier with pulsating colors… This is the result so far: I can just remember a vomit tentacle of sort… The texture was something I was using […]
Today I worked a bit more on the cutscene, took me forever to get the lightning effect to behave like I wanted it: It doesn’t look like I want, but the behavior is there, the rest is just adjusting parameters… These days are fun, but I got so little to show that it’s a bit […]
Finally managed to fix the AI issues with the “large scale battle”. There was a lot of small mistakes, but one was the real culprit – The Line-Of-Sight (LOS) functions: the “lost LOS to target” and “regained LOS on target” functions weren’t exactly “symmetric”, which meant that I would lose the agro correctly, and would […]
Still working on the AI issues I’ve found yesterday, although I’m getting closer to the problem… I’ve built some rudimentary debug tools to track this issue, and I found the culprit… Basically, the AI twitches because it acquires and loses LOS on the current agro target. The idea of the AI is to track the […]
For the cutscene I’m currently building, I need an epic battle feel between a lot of cultists and corporate hit men… The basic code for it works fine (they have a faction and all the aggression code is based on that). To make the fight never-ending, as soon as one dies, another spawns. The problem […]
More bugs on my way back to where it all started, where the final showdown will take place… Most of it was fairly small, small mistakes, typos, etc, but I had a nasty one… By accident, instead of loading the game I pressed new game, and a lot of errors there, when running the initialization […]
Today I had full intention of starting the last area of the game, but I got sidetracked with small stuff, mainly related to bugs I’ve introduced in the latest refactoring rounds… This is what my evening was like: But I killed a lot of bugs, and added some more functionalities, namely quick save/load. Quicksave was […]
Today was a bit frustrating… I thought I was going to be able to start the last custom area of the game, but instead I was struggling trying to make the sewers look good… The sewers are an area with some glowing gloop, and I wanted that to be the only light, so do a […]