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Rekindled Phoenix

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Blog Entries posted by Rekindled Phoenix

  1. Rekindled Phoenix
    The concept is simple: give a player paintbrush that will draw dungeons, cities, and dangers. What type of world would they create, and how detailed would their worlds be? The project will allow each user to collaborate by building their own realms, forming adventures for other players through this advanced tool set.
     
    The new game in development is called "Dungeon Painter 3D".
     

     
    These semi-transparent blobs are actually the beginnings for one of the first dungeons created with this real-time paint tool. Expect video updates, public alphas, and additional features that will give the public the chance for feedback.
     

     

     
     
     
    Progress so far:
    - Core algorithms
    - Basic Dungeon models
     
    Up next... textures, stalagmites, and treasure!
  2. Rekindled Phoenix
    I had a challenge last week for this game project. Allow an NPC to come up with a quick way to navigate to a particular place, even if the environment around him is dynamic. Some high-budget games use static node path meshes, which must be a final step in production for each map. I wanted a different approach that didn't require a web of objects hand placed into the world.
     
    I decided to create my own rotational node path collection.
     

    MS Paint FTW!


     
    On a pivot, a box would rotate several degrees and create a collection of distances from the target. After the closest one is found, it adds this entity to a PathCollection(), then moves the pivot to this new closer spot.


    An NPC migrating from left to right while avoiding rocks


     
    The cycle repeats itself until the radius is close enough to the target.
     
    I used a collection of Entities storing a minimum avoidance radius, and calculated terrain slope to manage where NPCs can actually travel. Changing the rotating radius and amount of degrees for each iteration can be used to create a low-density path compared to my example. Such modifications may increase performance in different settings.
     
    The best part about this approach is you can store these paths in memory, removing the data as necessary. It also doesn't need to load any additional data with the scene file, it's created on-the-fly.
  3. Rekindled Phoenix
    Lazlo just released his managed C# Library for use with Leadwerks!
     
    C# Headers
     
    The Object-Oriented layout of this library is wonderfully organized, just like a game engine library should be! With this code the objects aren't stored as pointers, but classes. All of the same features are structured, and each object has related functions to the types of entities per Namespace.
     
    Every .Net Leadwerks developer should download this library.
  4. Rekindled Phoenix
    It's the holiday season again. As the forest air reaches freezing temperatures, I break out the ice shaver for my windshield. It's a time for celebrating family, sharing thanks for what we have, and behavior sets. That's right, fuzzy-logic for AI in-game.
     
    Since the world designers for the game won't have access to the direct behaviors, (nor the programming skills to code such things) I've managed to find some use for the custom Entity keys on objects in the Sandbox! Each entity will have actions assigned to a set of situations. Think of it like 'IF' statements that world builders have access too. This Enumeration of behaviors gives the designers flexibility to alter the NPCs actions easily within the sandbox. Global preset behavior collections, or custom sets per situation.
     
    For example, and NPC who follows the player may have something similar to this
    DefaultTarget = Player
    DefaultAction = FollowTarget
     
    Now if the NPC needs to defend the player...
    GuardTargetAction = KillAttacker
     
    Or...
    GuardTargetAction = HealTarget
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