zoombapup

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Posts by zoombapup

Motion capture replay

September 1, 2010 - 3:01 pm

Posted in Blog, Damzel | View Comments

So I thought I’d post real quick about some of the animation work I did last week. The animation on all of the characters in the game will come from a mix of hand-animation and motion capture. Motion capture being the kind of animation data you get when you literally take a recording of real [...]

Modelling and animating agents

August 29, 2010 - 3:51 pm

Posted in Blog, Damzel | View Comments

This week has been a bit of a rollercoaster with regards to Damzel. One of the biggest things in the game is that the player should be able to discern the intention of characters in the game visually. This means that players need to be able to see exactly what a character is doing from [...]

Less Quake, More Space Hulk

August 21, 2010 - 10:23 am

Posted in Damzel | View Comments

Ok, so I understand its hard to tell what the game is meant to be like right now. Nothing is really set in stone and you cant tell from a single image what Damzel is meant to be about. But let me at least describe for you what its not about. Its not about FPS [...]

No, this is not Black Shades

August 20, 2010 - 3:35 pm

Posted in Damzel | View Comments

Trawling through some of the comments on the kotaku link to the Damzel page. I noticed a couple of things: People think it sounds like wolfire games Black Shades People think that escort missions suck So to clear things up a bit. This game really isnt like Black Shades, although its pretty easy to see [...]

Damzel is not a first person shooter!

August 20, 2010 - 12:22 pm

Posted in Damzel | View Comments

Damzel is definitely not a first person shooter. Nope, definitely not. Which is weird, because right now it feels a lot like Quake used to (circa Quake 3 with the jump pads). Strangely enough, when you implement NVIDIA’s Phsyx physics engine and use their character controller API, its just unbelievably easy to make a first [...]

Why aren’t there more “middle ground” games?

August 17, 2010 - 8:55 am

Posted in Blog | View Comments

There are a few indie developers doing a blog about what they feel about the subject of game length today. This is something that has been annoying me recently, because I have been trying to play so-called “AAA” games and feeling frustrated that they offer me little of interest. Then I’ve been seeing a lot [...]

And to prove myself right

March 20, 2010 - 1:03 pm

Posted in AI | View Comments

There was a discussion on this during the AI roundtables at GDC about the Assasins creed not using IK for pushing characters. Well, here’s the video to prove it DOES use IK. Clearly the arms are IK’d towards certain points on the character to be pushed. Interestingly the people touched then play a reactive “move [...]

GDC Notes

March 20, 2010 - 12:49 pm

Posted in News | View Comments

This last few weeks we were over at GDC as part of the AI summit. We had two full days of AI discussion which was pretty wide ranging in content. Phil did two presentations, one on social behavior and another on some “tales from the trenches” under the name “Little big AI”. The big takeaway [...]

Meet us at the Paris AI Conference

February 23, 2010 - 9:42 pm

Posted in News | View Comments

So we’ll be at the Paris game AI conference in June (23/24th). More details on the conference itself is available here This conference is very much focussed on practical AI techniques for developers of all sizes. Last year we had a blast and we’re hoping for some brilliant content for this years conference too. It [...]

Colonisation work in progress

February 7, 2010 - 11:45 am

Posted in AI | View Comments

So, we promised that we would release the colonisation prototype from the global game jam (and AI game marmalade). Well, we’re doing just that. But before you get to having a look, we should discuss what you’re looking at. Right now, this is a really rough prototype. It is also incomplete. The main issue is [...]