Game Republic - New Video

I haven't had the time to write the part 2 of AI path finding this week, instead I'll use this post to mention that I recently noticed that there is a new video from the Game Republic event I went to last year.
Sadly, you can't really see myself or Castle Defender in the video, so it's not great for advertising. But judging by the number of people who saw the video (30 at the time of writing) it wouldn't do me any good anyway...
So here's the video.

(sorry I couldn't put it as an embedded video!) 


AI path-finding, part 1.

Over the years, I have accumulated a fair amount of knowledge about video-game programming and especially interactive graphics. But when it comes to Artificial Intelligence (AI for short) programming, I am still a noob!

Programming the behaviour of the skeletons in the game was a difficult task, and the code I wrote is difficult to maintain / to modify. If I want the game to have more enemies, with different behaviours, I will have to rewrite this code.

AI is a vast and complex subject, and today, I'm only going to discuss a small subset it, but  one that is needed by Castle Defender. Ladies and gentleman, let me introduce to you the almighty path-finding!


Summer has ended


I haven't been doing much updates recently (actually none in the last 3 months!), but the project is still alive!

I used this long summer break to look into new programming methods that could be integrated into the game engine such as entity component system, lua scripting or AI path-finding. I'll probably be talking about these techniques soon, but for now, let me just tell you what the plan for this new year is.