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Slick Forums • View topic - SneakingMission Dev Log

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 Post subject: SneakingMission Dev Log
PostPosted: Tue Apr 05, 2011 4:56 am 
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Posts: 19


Ohai,
It's said that if you tell someone you're going to do something you're twice as likely to do it. Towards that end, I'll try to dump bi-weekly updates on the status of this up-coming entry, SneakingMission. Questions and suggestions are always welcome.

The Heck is SneakingMission:
SneakingMission aims to be a fusion of the stealth/action genre that one can find in Metal Gear Solid and Deus Ex, two of my favorite games to date. I don't expect to get anywhere near that level of awesome in this release, but it should serve to set a decent foundation onto which better incarnations can be made.

Setting and Style:
I love science fiction and cyberpunk. DX did that exceptionally well, and I've been craving a game of that style ever since. Alas, decent future games are hard to find. In keeping with the android theme, the game will start at Liberty City Robotics Factory, an abandoned facility which was hijacked by spammers to produce mugger robots, extending swindling from the digital frontier into the physical realm. It serves also to supply them with an immense supply of mindless thugs to do their bidding. One could shut down the facility, but your employer has hired you instead to sneak in and investigate the group that's done the takeover in the hopes of smashing an entire cell of spammers.

Timeline:
Wk 1. Keyboard input, Level Loading, Portals, Collision Detection
Wk 2. Sentry Entity, Hitscan Sight, Sound
Wk 3. Main Menu, Weapons, Code Refactoring, Behaviors
Wk 4. Pixel Perfect Collisions, AI revamp

Current Struggle:
Need to tweak

Preview pictures:

A week or so in:


Two weeks in:

Finished at lunch today.

Two and a half:

Liberty Island Robotics Facility. I suck at sprites. :(

Three:

Liberty Island Robotics Facility is now Liberty City Robotics Facility, as I didn't want to mess with water sprites.



Last edited by Jo on Sat Apr 16, 2011 9:27 pm, edited 6 times in total.

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 Post subject: Sound Log
PostPosted: Tue Apr 05, 2011 11:42 pm 
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Joined: Mon Mar 28, 2011 9:42 pm
Posts: 19
Sound Development Log

Objective: Add sound effects and music to improve gameplay atmosphere.

Issues:
- Uncertain about how to associate sound effects and walk loops with the game. Tie into level? Player?
- Uncertain how to trigger and stop sound effects. Hash list with player and sound?
- Sound dispatch must be efficient.

Ideas:
o Define areas using TileD's Object feature
+ Easy and reasonably efficient because these are defined as regions.
+ Can be sorted using spatial maps.
+ Allow one material to have many kinds of sound effects.
- Difficult to mix-up sound effects. Regions are convex closed-loop polys.
- Still need O(logn) checks each cycle to determine the region.
- Still have issues with dispatch/stop/play/loop

o Define as a layer inside of the map
+ More natural and intuitive.
+ Can mix and match SFX with the same class of tile.
+ Can include one-off patches of sound.
- Have to add an extra map layer.
- Need to have a file which associates tile numbers with SFX (and have to keep the list updated).
- Still have the dispatch/stop/loop/play issue.

o Lookup SFX from background map layer
+ Less chance of an SFX mixup.
+ Uses data already present in map.
+ Minimal redundant data. (Need association list. That's it!)
- Can't mix and match SFX.
- Worry about sync between list and map (what if a new tile is added?)
- Same dispatch/stop/loop/play issue.


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 Post subject: Re: Sound Log
PostPosted: Wed Apr 06, 2011 12:49 am 
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 Post subject: Re: Sound Log
PostPosted: Wed Apr 06, 2011 5:31 pm 
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PostPosted: Thu Apr 07, 2011 8:32 pm 
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 Post subject:
PostPosted: Fri Apr 08, 2011 9:12 am 
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Slick Zombie

Joined: Wed Apr 02, 2008 1:32 pm
Posts: 1340
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about behavior for game engine by jcheng, I think using behavior tree could help, but after a bit is too complicated to handle it ? How do you plan to organize your code to hadle this?

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 Post subject:
PostPosted: Fri Apr 08, 2011 6:17 pm 
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 Post subject:
PostPosted: Tue Apr 12, 2011 5:58 am 
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Entity behavior is not subclassed. Transitions are handled by the behaviors themselves, more or less like behavior trees. Right now, there's only the StandAndWatchForPlayerBehavior and FollowPathBehavior, but more are soon to come. Also, bullets are implemented, but I need to tweak collision detection so they don't go through walls and people.


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 Post subject:
PostPosted: Tue Apr 12, 2011 9:15 am 
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Slick Zombie

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nice :D don't forget to have time for level design!! It's crucial part of this kind of games!

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Last edited by Jo on Tue Apr 12, 2011 11:38 pm, edited 1 time in total.

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PostPosted: Tue Apr 12, 2011 9:19 pm 
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 Post subject:
PostPosted: Sat Apr 16, 2011 9:12 pm 
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Another weekend! Yay! I have A* mostly finished and the pursuit behavior is almost done. There's a bug in the sight distance I need to find, but if they have unlimited vision range, then the bots will chase and follow you until they lose sight, at which point they will search. They won't open fire yet when in range, but only because I haven't programmed the weapon yet. (Player can still shoot, so I'll just use some copy-paste magic.) Dialog also mostly works.

Today: Pixel perfect collisions. (Done) Fix the sight bug. Gameplay mechanics need to get tweaked and the maps need to be made fun.



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 Post subject:
PostPosted: Mon Apr 18, 2011 9:49 am 
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 Post subject:
PostPosted: Mon Apr 18, 2011 10:21 am 
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