zoombapup

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Posts by zoombapup

Why EA cut LMNO

November 7, 2010 - 10:42 pm

Posted in Articles, Damzel | No Comments

I read with great interest the recent leaks of details about EA’s “Project LMNO” over on Rock Paper Shotgun. Although I’d heard of the game before, as a fellow AI Game Programmers Guild member (Borut Pfiefer, who is now an indie working on Skulls of the Shogun had worked on it). It was interesting because [...]

Getting some oversteer

October 27, 2010 - 5:03 pm

Posted in Damzel | 1 Comment

This last month or so I’ve been working on squad control for Damzel. Squad control is perhaps the most important part of the game, because you spend most of your time doing it. It is important enough that it was worth spending those weeks trying out different control schemes and looking at the problem from different directions.

Analyzing the Squad control of Brothers In Arms

September 16, 2010 - 8:33 am

Posted in Articles, Damzel | 1 Comment

Of all the things you will be doing in Damzel, the most important will be giving commands to your squad. Given the importance of that aspect of the gameplay, I have been looking at other games with a similar structure. Last week I was looking at Syndicate by Bullfrog, this week I’ve been looking at [...]

Are all squad combat games just tower defence?

September 10, 2010 - 6:16 pm

Posted in Blog | 1 Comment

I’ve been working some more on the squad AI this week (trying to fix a bug that left the squad firing all the time). I turned off movement for the agents and then spawned enemies constantly at them. Which struck me as a might peculiar, because I realized that basically I’d created a tower defence [...]

Squad control update

September 8, 2010 - 9:37 am

Posted in AI, Damzel | 1 Comment

It’s taken some time, but the squad code is now almost completely reworked. Originally I was thinking that I would use a central squad manager for all of the squad control, but in the end I didnt like that sort of implementation. Now I have a squadmanager (arranges who is in a given squad), a [...]

Motion capture replay

September 1, 2010 - 3:01 pm

Posted in Blog, Damzel | No 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 | No 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 | 2 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 | 1 Comment

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 | No 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 [...]