Old Ideas, New Techniques

After deciding to put Devious Knights on hold for bit—long story—I’ve been working on recreating some of my older ideas; this time however, I’ve been trying them out using some of the new techniques I’ve learned along the way.

The video shows a new dynamic terrain system that I’ve been working on. I create grass by taking some water from the pool and dropping it around the map. I also deform the terrain—create divots—by jumping up and slamming into it.

Check it out!

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Devious Knights: Testing on the Xbox

I finally got around to getting a new capture device so I can record directly from the Xbox. So here’s the latest with Devious Knights. It’s coming together, but I still have a ways to go. I doubt I’ll be looking at Xbox LIVE to be included with the Dream Build Play version, but hopefully I’ll have it going before release.

Enjoy the video, and please offer some feedback.

Thanks!

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Creating AI

I’ve been working on my AI lately, and somewhere between having writers block and getting my AI functional yet again, I wrote up some thoughts on an older Sonar based method that I tried out.

I’m using Rally Points systems now, but it was still pretty interesting trying to go about the other method.

You can check it out here.

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Natur Beta v 0.4 Now Available

I’ve updated my Codeplex with Natur Beta version 0.4. It now includes exporting via the intermediate serializer as well as the new Rally (or Relay) system.

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Devious Knights: (SplitScreen == Multiplayer)

It was one of those things I’ve had sitting in the back of my mind for a long time now. Will it at least be multilayer? I always kind of figured that it wouldn’t be too difficult, assuming I’m only talking split screen–Xbox LIVE support is still an unkown for me… but for split screen, you would think it as easy as just drawing everything twice.

It is :)


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New Maps for Devious Knights

I’ve been trying to get away from as many placeholders as possible; the more important of those being the maps. So, after finishing up a pretty nice area, I thought I’d throw up a couple screenshots. I have to say that I’ve been very pleased with Natur.

The purple spheres and lines are the new Rally Point system to help with the enemy AI. In the screenshot, there are actually two separate rally systems: one for ground units and one for air.

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Some Thoughts on the Garbage Collector

I recently added the Garbage Collector to my lists of what to watch out for. It’s not that I’ve completely ignored it, but up until now, I’ve let it get away with pretty much everything.

I put together some thoughts as well as a few tips you might find useful when tackling the GC; you can find them here.

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Weekend Update: Devious Knights

Alot has happened since the last preview.  I finally learned how to get skinning working; a huge relief. With animations came a couple other things like aiming and animated enemies. Unfortunately, I was due for another “regutting” of the system, so that’s what I was doing this past weekend.

Now of course, since I love making teasers and video previews as much as I do making these games, I thought I’d throw up yet another of Devious Knights.

Enjoy!

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Natur HUD Update! Also New: Instanced Mesh and Particle Systems

The HUD at Natur on Codeplex has been updated. I’ve also added Instanced Mesh and Particle System. Instanced Mesh uses the new DrawInstancedPrimitives for Xna 4.0. The Particle System has a variety of systems using the Instanced Mesh; they also have some interesting color effects, but they can easily be disabled.

HUD, Instanced Mesh, and Particle System work and have been tested on the Xbox 360.

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Natur Map Editor: Advanced Guide Now Available

My apologies for the delay. The advanced guide can be found at:
Natur Map Editor – Xna 4.0

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