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Plan for Phil Carlisle

by Phil Carlisle · 05/27/2002 (10:40 am) · 0 comments

Well, its been a week or so since an update. So whats new?

Well, myself, rooky and decoy (pascal) got the steam knight in game, animated and stuff. Finally got round to making him steam (shots to come next update). Looks quite cute.

I had a bit of a storm last week and finally finished gamebase pathing, only to find that my code was crashing horribly. Typically, I'd done enough work between CVS updates and my own updates that the code that was crashing could have been almost anything. Also typically the info getting back from torque wasnt helpful either (but way better than we get from W3D right now :)))

So I started ripping my code out.

Eventually last thing saturday I'd managed to nail it down to so mods to the quaternion code I'd altered so it'd work with the spline pathing code correctly.

Need to actually isolate the bug and then re-integrate the pathing code in again now.

AI wise things have been a touch quiet. Alex is still busy implementing the FEAR API stuff as well as defining it a bit more. I'm no further on with that yet. But its required for the Gollum, Peasant and Maybe Shopkeeper and Healer for RWTA, so expect that'll get picked up on soon.

Digi has promised to do us some controls for object pathing once I get him the path code. So we should have the starting points for a machinema solution there. I need to code a timeline of sorts.

Otherwise, we are making slow and steady progress with stuff. There's plenty of work to go around, but thats life :))

Phil.