Reprisal game dev diary

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A lot has been happening over the past week, but probably the biggest change has been completely rewriting the Populants movement AI and how they walk around.

It seems apt that the ‘Waypoint totem’ should have a star symbol as its been updated with A* (A Star) path finding. Full credit for the excellent A* code goes to Dauntless. The most recent Beta build has been updated (1.1.1) with this for beta testers to play with.

Not a beta tester? Head on over to Reprisal Beta to get an account …

    • #reprisal
    • #game development
    • #a*
    • #astar
    • #pathfinding
    • #indie games
    • #flash
    • #beta
  • 3 months ago
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Reading, hud’s, powers and volcanos

Recently been doing a lot of reading about path finding including, A*, Navigation Meshes and Group Path finding … oh also added a high rez in-game overlay for some hud effects which looks quite nice.

The game play has also moved on with the ability to ‘capture’ powers on islands. This gives the player incentive to terror-form land to help their population capture and explore their surroundings. Had some thought’s on adding volcano’s and believe that this is simple to achieve, so will be added that by next build release.

Also to keep focused I need a roadmap list of things to do:

- Finish building GFX
- Finish populants GFX
- Add HD hud overlay
- Finalize hud display and interactions
- Sounds
- Menu screens
- Island summary
- Volcano!
- Overall look and feel tighten up
- make Island level’s data

    • #game dev
    • #pixels
    • #path finding
    • #a*
    • #navigation meshes
    • #flash
  • 1 year ago
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This is a game development diary of a RTS game based on Bullfrog's classic Populous.

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Being developed by ELECTROLYTE.CO.UK

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