Sunday, April 25, 2010
Strategy RPG Test AI Planning
The list would be prioritized, in that higher conditions get activated first before lower ones. Lower conditions would be "if enemy in sight", "attack enemy", and then a final fallback action that gets executed without any condition needed like "search for enemies".
That list of conditions and actions would be defined in an XML file and then loaded into the game.
I guess this is why it pays off to play games, you get to study and understand how they work.
I had fun playing Dragon Age: Origins by the way. I played as a Human Male Arcane Warrior.
Friday, April 23, 2010
Some history on the Strategy RPG Test
There I was introduced to my good friend James Lo, who was planning on making a multiplayer online strategy game similar to Tactics Arena Online. Excited about the idea of developing games, I joined in. We had a lot of brainstorming and more or less decided on a post-apocalyptic theme. It was to be called Nth Legion. James later founded SkyRocket Interactive to house the development for Nth Legion and other possible future projects. In the meantime, (since I was still in college back then) I did on-the-job training for them in their graphic design jobs at Red Pumpkin.
James would model the 3d units (I even convinced him to use Blender for the 3d modeling), and I would animate them, often getting forced to berate him (jokingly) for doing the 3d models inadequately fit for 3d animation.
Meanwhile, still being a student back then, I was also looking for work opportunities elsewhere and landed on a local game development company called ViTAS. There came a time I couldn't keep on being freelance and had to choose between ViTAS and SkyRocket Interactive.
I wanted to be a part of making an MMO back then, and considered Nth Legion's platform of Adobe Flash to be too simplistic. SkyRocket already had one programmer working for them, while ViTAS had none, so I chose to be sympathetic and decided to leave SkyRocket and work for ViTAS. My work there would go on for 4 years.
I then learned the development on Nth Legion was halted, because their programmer left the country for other work opportunities.
Fast-forward to 2009, I left ViTAS because of stress, burnout, and other personal reasons. I contacted my old friend James Lo, looking for work, and found out SkyRocket Interactive was no more and that he had established a new game development company called Indigo Entertainment (not to be confused with the production and distribution house of adult movies of the same name), whose main service is developing Flash games for other companies.
I tried working there but found Adobe Flash to be too hard to work on, and gave up. I was then introduced to Unity 3d as a different, viable platform for developing games, and instantly became comfortable with it. Unfortunately, Indigo's clients were not very interested in Unity games as they were for Flash games, as Unity is not very widespread, while Flash games are very popular these days, so I still couldn't get work.
We then talked about the idea of reviving Nth Legion, this time developed as a 3d game made in Unity. James tried to find investors to get funding for the project, but unfortunately because of the economic recession, we couldn't find people willing to invest.
I couldn't get the idea of a new Nth Legion game off my mind and then started gathering ideas for game mechanics, features, units, factions, and various unit abilities for the game. Right now I have a total of 15 factions, 52 units, and 64 unit abilities designed on paper. I've thought of ideas ranging from hero units, to Dopewars-style trading, to quests, to automated tournaments.
These ideas I translated into a prototype in Unity, which is how the Strategy RPG Test came to be. I still develop the Strategy RPG Test every now and then in my freetime.
You can still find remnants of old articles regarding Nth Legion here and there.
Other files:
A flash presentation of a mock turn sequence of what combat would be in Nth Legion
A flash presentation of the old rifleman 3d model
Grenade Skill Update

http://anomalousunderdog.herobo.com/Unity/DZZPrototype.html
The grenade deals damage (in a spherical area) and it has its own icon now. Some bug fixes here and there. Still missing are some explosion particle effects, sound effects, and a "throw grenade" animation.
Thursday, April 22, 2010
Grenade skill work-in-progress
Anyway, in this update, here's a work-in-progress of the Throw Grenade skill, which is supposed to be used by the Army Private unit, of which I don't have a 3d model yet. So, I just added it as another skill for the Rifleman for now.

http://anomalousunderdog.herobo.com/Unity/DZZPrototype.html
Its still a work in progress, there's no icon for it yet, using the skill doesn't do anything besides launching the grenade (which is only a sphere for now); it doesn't do damage yet.
Well, its 3 AM, I'm hungry and I need to sleep. I better go.
Wednesday, April 21, 2010
Strategy RPG Test Update

http://anomalousunderdog.herobo.com/Unity/DZZPrototype.html
New in this update is the Rifleman's unique skill, the Bullet Barrage, a ranged attack that, while powerful, leaves the Rifleman unable to attack for 1 turn afterward because he needs to reload his expended ammo.
Under the hood, a lot of refactoring was done, a few bug fixes, and now the game loads unit information from XML files. The Rifleman's XML file is found here. It should be noted that the values used are simply test values.
Monday, April 5, 2010
More Unity 3d Projects
FogOfWarTest
Here I made an implementation of fog-of-war for strategy games. It uses a mesh blanketing the terrain, whose vertex colors I set depending on if units are in range or not. Enemies appear and disappear depending on whether they're on fog or not.

http://anomalousunderdog.herobo.com/Unity/FogOfWarTest.html
ProjectileTest
Here I made code for launching projectiles like grenades.

http://anomalousunderdog.herobo.com/Unity/ProjectileTest.html
Unit Insignia
I'm planning on letting players upload whatever picture they want and use them as unit insignias; logos visible on the unit 3d models themselves when battling.

XmlTest
I made a simple XML parser which I will use to load unit properties from XML files. I did this so unit properties can be edited without requiring Unity being run.

http://www.unifycommunity.com/wiki/index.php?title=TinyXmlReader
Tuesday, December 1, 2009
Back Again
Thought I'd get back to blogging after all this time. Long story short, I've been using Unity 3d now.

http://anomalousunderdog.herobo.com/Unity/Gobs.html
A side-scrolling action game. There was supposed to be more features but I never got to finish it. The white thing in the back is supposed to be a caravan that the player is guarding while it travels. Shown here is a test level with a few enemies.

http://anomalousunderdog.herobo.com/Unity/ZombieFields.html
A zombie game, but similar to Crimsonlands. There were supposed to be several modes of play but only "Survival Mode" and a prototype "Assault Mode" was implemented. There was supposed to be leaderboards too, but it would've required a MySQL database server hosting which I don't have.

http://anomalousunderdog.herobo.com/Unity/DZZPrototype.html
A work-in-progress of a strategy game I made. Its actually a prototype I hope we could show to investors to get some funding to make it a full-fledged game. Though its doubtful because of the economic recession.








