Archive for category Devious Knights

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.



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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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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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