Early combat demo, you'll feel empowered.

Posted by Scott_AW on April 6, 2011, 1:44 p.m.

http://64digits.com/users/Scott_AW/bse_040611.zip

I decided to release this to show whats done so far.

Enemies still need a little work, they can get stuck since they aren't minding the ceiling, and attacking is radial instead of directed right now. They also don't attack or have animations. They'll attack before then.

Enemies change …

Combat test and personal Shenanigans.

Posted by Scott_AW on April 6, 2011, 3:42 a.m.

Sometimes when you messed something up in code, and its in the thousands of lines, you kind of have trouble finding what variable is the problem.

Sometimes you change the wrong one and weird things happen.

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Living flame and cauldron! Luckily I victoriously killed them, shadows don't care …

AI test, part 1.

Posted by Scott_AW on April 4, 2011, 7:09 p.m.

Basic chasing enemies, can hop up those ledges, except for the formless, whose stuck on the ground. They can't hop you see.

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Next up, combat work!

AI in da works.

Posted by Scott_AW on April 2, 2011, 9:51 p.m.

I decided to take on the potentially toughest challenge in the Black Shadow engine sooner rather than later.

Setting up the basic AI and interactions.

Now I have to give Duke3d a lot of credit in showing me an easy way to handle a semi-intelligent AI, and all the functions …

Find those shadows!

Posted by Scott_AW on March 30, 2011, 12:24 p.m.

I found that I can detect when an object is in a shadow, and then darken them. A step forward in better looking levels!

Below shows the darkened objects and then those same objects in blue.

Next on my list is creating the Jib and Scrap instances, inventory and some …

One last revise before we get started...

Posted by Scott_AW on March 28, 2011, 1:14 p.m.

I decided I did not like were the new map was going, and will scrap it.

I've made some changes warranting that anyway. Like precoded coloring for rocks to match their environment. I may do the same for other such decor. Grass, stalagtites, and other similar stuff.

Also I found …

Sounds!

Posted by Scott_AW on March 27, 2011, 2:14 a.m.

I ended up deleting a blog that mentioned this wonderful source of sound effects I found, so here's a blog about it.

Actually theres just going to be a bunch of filler…

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Okay, so its freesound.org, check it out. …

Re-Wrote the code, fixed the water(?), sound!

Posted by Scott_AW on March 25, 2011, 12:50 p.m.

http://64digits.com/users/Scott_AW/bse032511.zip

http://64digits.com/users/Scott_AW/bse032511a.zip

**New** - Water fixed, some sound issues corrected and reenabled activation.

Okay I just went and re-wrote the entire thing, so its clean and tidy. It was getting kind of messy anyway.

Sound effects for walking, landing, splashes, swiming, and frequency adjustments when you are underwater.

I also …

'nother demo.

Posted by Scott_AW on March 23, 2011, 12:24 p.m.

I also figured I can use a lot of what I learn from working with this on The Crawl, being able to add real lighting would be nice, but voxel shadows aren't currently supported.

http://64digits.com/users/Scott_AW/bse_032211.zip

E is Use, just so you know as there are two doors, but they will …

vid splash, no splash included.

Posted by Scott_AW on March 21, 2011, 4:51 a.m.

Feed the activity feed…actually just about to go to bed so won't blog much now.

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