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Developer Update #16 – An Update on 0.3 and Beyond.

Posted on January 17, 2017January 17, 2017inDeveloper Update by madnaloth with No comment

There are 3 pieces of bad news I need to deliver today. 1. Multiplayer is no longer a planned feature of 1.02. My brother will no longer be working on the game. 3. I took about 6 months off (July-January 1st) MULTIPLAYER WILL NO LONGER BE A PLANNED FEATURE FOR 1.0The biggest piece of bad …read in detail

Developer Update #15 – Lizard

Posted on July 20, 2016January 11, 2017inDeveloper Update by madnaloth with 1 Comment

Today I’ll introduce to you a new mob for 0.3. It’s the creature you’ll most likely run into first in the dungeon. It’s AI is very basic. It will make quick short movements in a random direction and then stand still. All of the mobs in the dungeon will get stronger as you progress in …read in detail

Developer Update #14 – Slime AI

Posted on July 18, 2016January 11, 2017inDeveloper Update by madnaloth with No comment

The slime AI is pretty standard. The slime will cycle between subtle bouncing and lunging randomly. It will keep doing this until it is within a certain range of the hero. Once in range the slime will begin chasing the hero. Finally, when within striking distance, the slime will charge up and then lunge quickly …read in detail

Developer Update #13 – Bat AI

Posted on July 15, 2016January 11, 2017inDeveloper Update by madnaloth with No comment

Hoping to make these updates a bit more “daily”. Yesterday I completed the bat AI. To start, the bat has a new graphic where he is sleeping. He will not move unless you get closer to him. Once you’re within a certain radius, he’ll open his eyes indicating he can see you. Get a little …read in detail

Developer Update #12 – Worm AI

Posted on July 14, 2016January 11, 2017inDeveloper Update by madnaloth with No comment

The worm AI has taken a lot longer than expected because I took a bunch of time to work on particle effects. Here’s the worm AI in a nutshell.1. He will randomly move around for a random period of time (unless you get close enough to him, then he’ll charge you). 2. Once that period …read in detail

Developer Update #11 – Cow AI

Posted on June 29, 2016January 11, 2017inDeveloper Update by madnaloth with 6 Comments

The cow AI in most ways is similar to the bee. The cow will randomly walk around and try to find tall grass to eat. Once it finds the grass it will eat it and the tall grass will be gone. If there’s a lot of cows there will likely not be a lot of …read in detail

Developer Update #10 – Bee AI

Posted on June 21, 2016January 11, 2017inDeveloper Update by madnaloth with 1 Comment

I’m changing the AI for all mobs in the game for the dungeon update. I want to make sure that each mob has it’s own unique behavior. I’m starting that process with the Bee.Currently in Tile Miner the Bee is most likely the first “enemy” you’ll encounter in the game. As more releases come out …read in detail

Developer Update #9

Posted on June 9, 2016January 11, 2017inDeveloper Update by madnaloth with No comment

Today I continued with pathfinding and had plenty of success! I still need to make some optimizations but everything appears to be working quite well. Here is a screenshot with some debugging turned on to show a few important things: 1. The very thin green line is the path the bee would have attempted to …read in detail

Developer Update #8 – Pathfinding

Posted on June 8, 2016January 11, 2017inDeveloper Update by madnaloth with No comment

I’ve completed controller support for the 0.3 update and am now moving on to AI. Specifically I’m working on pathfinding. Currently every mob just moves in straight directions. If you place a tile between you and your enemy they’ll just keep running into the wall. A great strategy for escaping an enemy! Until now… It …read in detail

Developer Update #7

Posted on June 7, 2016January 11, 2017inDeveloper Update by madnaloth with No comment

Today I continued the journey of controller support. The focus was on customization. Every controller is different so I thought it would be important to allow the user to adjust the button mapping. Here is a screenshot of the customization progress: Hoping to finish up controller support tomorrow so I can move on to enemy …read in detail

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