http://anomalousunderdog.herobo.com/Unity/DZZPrototype.html
Saturday, May 1, 2010
Death Zone Zero: Update: Basic Attack AI now working
The enemies now attack your units in addition to fleeing.

http://anomalousunderdog.herobo.com/Unity/DZZPrototype.html
http://anomalousunderdog.herobo.com/Unity/DZZPrototype.html
Friday, April 30, 2010
Death Zone Zero: Update: Preliminary AI now working
The enemies will now retreat when their HP becomes 50% or lower. That's about it.

http://anomalousunderdog.herobo.com/Unity/DZZPrototype.html
http://anomalousunderdog.herobo.com/Unity/DZZPrototype.html
Language Discrimination
I had a funny thing happen to me just now. I couldn't get any help in Unity's IRC chat channel because I use Unityscript, Unity's version of Javascript, instead of the more sophisticated C# language.
[11:41] <_underdog> hi allI was given some help later on.
[11:41] <_underdog> I got a question
[11:42] <_underdog> when I put a yield WaitForSeconds in my function, Unity gives me the error "The return type of a generator must be either 'System.Collections.IEnumerable' or 'object'."
[11:42] <_underdog> any idea why?
[11:43] <blitzwing> language?
[11:43] <tigeba> http://unity3d.com/support/documentation/ScriptReference/index.Writing_Scripts_in_Csharp.html
[11:43] <_underdog> unityscript
[11:43] <blitzwing> learn C#.
[11:43] <_underdog> why whats wrong?
[11:44] <blitzwing> its js... you're stunting you're abilities
[11:44] <_underdog> what's wrong with js?
[11:44] <_underdog> what does it have to do with the problem at hand?
[11:45] <blitzwing> the only people answering you are C# coders :)
[11:45] <_underdog> discrimination :(
[11:45] <dr_link> Shame how C# is Microsoft made. :(
[11:45] <blitzwing> not really
[11:45] <_underdog> yes it is
[11:45] <blitzwing> MS put a lot of time into it
[11:45] <dr_link> Not necessarily this version of C#
[11:46] <blitzwing> Anders Hilgberg was Mr Delphi.
[11:46] <dr_link> lol @ his name
[11:46] <dr_link> anyway
[11:46] <_underdog> I hate Microsoft btw
[11:47] <blitzwing> good for you.
[11:49] <tigeba> _underdog: FWIW when people ask about that error its usually because they are using C# but trying to use the unityscript syntax
[11:50] <tigeba> for the coroutine
[11:50] <_underdog> hmmm I see, its weird tho, I'm using unityscript all the way
[11:51] <tigeba> try the coroutine example
[11:51] <blitzwing> well its not wierd, thats just a common mistake people new to C# make
[11:51] <tigeba> in the docs, it should work
[11:51] <blitzwing> seeing you're not using C#, it doesn't appy to you
Tuesday, April 27, 2010
"Strategy RPG Test" Is Now Called "Death Zone Zero"
I've finally decided on an official name for Strategy RPG Test: Death Zone Zero.
The story is that the world is now a post-nuclear wasteland, and there are areas marked as "Death Zones", places considered hazardous for human life because of nuclear radiation, lawlessness, and infestation of mutated animals.
Still, there are people who see opportunity in these lands: from criminals, to freelancers, to governments, they all have their own agenda for embarking on these Death Zones.
Roam the Death Zones and lead your band of mercenaries to victory against AI controlled opponents or other human players.
Death Zone Designation Number Zero was the very first, and the most established.
Test title art for the game. Font "Interplanetary Crap™" © 1998 Ray Larabie
The story is that the world is now a post-nuclear wasteland, and there are areas marked as "Death Zones", places considered hazardous for human life because of nuclear radiation, lawlessness, and infestation of mutated animals.
Still, there are people who see opportunity in these lands: from criminals, to freelancers, to governments, they all have their own agenda for embarking on these Death Zones.
Roam the Death Zones and lead your band of mercenaries to victory against AI controlled opponents or other human players.
Death Zone Designation Number Zero was the very first, and the most established.
Sunday, April 25, 2010
Strategy RPG Test AI Planning
I've finally thought of a way to add AI in the Strategy RPG Test. Taking inspiration from the tactics feature in Dragon Age: Origins, each unit's AI would have a list of conditions and corresponding actions, for example, I would set the condition as "if the unit has less than 50% HP" and the corresponding action as "flee from enemies".
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.
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
It all started way back in 2004, when I was contacted by my English teacher who also, back then, worked in a now defunct graphic design company called Red Pumpkin Design Studios. They were looking for someone to model 3d units for a Flash game. They saw my old portfolio, pointed at my old render of a silly looking 3d model doing a sword hacking animation (missing picture), and said it's something like what they're looking for.
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
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.
The very first 3d model test I ever made for Nth Legion.
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.
Test renders for the various units in Nth Legion. We called this 3d model "Blocky, the Cube Guy".
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.
I keep a Tiddlywiki of all my ideas for my version of Nth Legion.
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.
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