Month: June 2009

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Good Behaviour

Yesterday I had a few hours and started ironing the AI system. So I fixed an enemy range issue, so now the enemy will run up to a place where it can actually hit you, as opposed to acting all myopic and swinging wildly while just out of range. I also got most of the…
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Bad Behaviour

The Behaviours are done, and now colored in over there. => They don’t all work quite the way that I want them to, but they do work. It tends to get hung up just a little doing certain things, but nothing that can’t be fixed. So I’ll get to playtesting it now and harass The…
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Flawless Victory

Done. Look at all that orange over there =>. Great development day yesterday, the brain was working in some kind of hyper mode fueled by something magical perhaps. The blocks all work and the throws work now too. It turns out that the problem I was having with the throw animations was the bloody hotkey.…
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Stop Trying to Hit Me and Hit Me

The collision system is done, again. I think it is anyway. It doesn’t have the new Blue Dodge working yet, but that shouldn’t take long considering. Now The Thief’s blocks are all contained within a unified system. Previously there were 3 different variables that controlled it. Well, actually different variables control all the character’s actions,…
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I Want You To Hit Me As Hard as You Can

Good development day yesterday. I finally got the fall down system to work again in the new linear code base, which is nice. It first was doing something stupid with the floor controller, which was dumb. When I got rid of that it made the walls Jell-o. I mean, I would hit an enemy into…
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Fall Together

I wonder how long I can keep up the falling puns for the titles. In any event, yesterday the pieces started falling into place (HA! again!) and the system, as a whole started to work together. It doesn’t quite work like it should yet => but it does work. The primordial state of it is…
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Trading Places

After 2 hours, it’s done, and it works. By “It” I mean the back up code. Other, different things are broken now. Enemies feel the touch of pain, but do not flinch. They also decide to get into a staring contest with you if they happen to do the now working backing up behaviour. They…
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Turning It Up To 11

That’s my problem – 11. The number after 10 but right before 12. The number that appears rarely on guitar amps. The number, that controls whether or not enemies will back away. 11, is the problem.Yesterday I spent most of my night trying to figure out the why of it. Basically, it goes like this:…
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Flicker

I’m getting ready to jump right into modifying my blocking code (and adjusting all the numbers to ignore the previous space where they were) when I discovered that my code is infested. I mean, I hadn’t gone through and regression tested the whole thing yet. So when I built a new bit, I tested the…
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The Law

No game stuff today (although I did work out from a design standpoint what characters counter and which have throws, what kind and how many). Instead, I offer general advice. Having worked at a few different places and with a few different people I’ve come up with the rules listed below. Sometimes, these rules weren’t…
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False Opportunity

Today I’m smarting from what may be considered a failure in some circles. Not so in others. I’ll start at the beginning.I came across a job doing some in house testing work for a local game studio. It’s one of the larger ones, so I’ll spare the details here. In any event, I called to…
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