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Social Game Artificial Intelligence
Social Game Artificial Intelligence
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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 [...]
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 [...]
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 [...]
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 [...]
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 [...]
August 20, 2010 - 3:35 pm
Posted in Damzel | No 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 [...]
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 [...]
August 17, 2010 - 8:55 am
Posted in Blog | 2 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 [...]
March 20, 2010 - 1:03 pm
Posted in AI | 3 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 [...]
March 20, 2010 - 12:49 pm
Posted in News | No 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 [...]