Happy Birthday Pat. Below is a dire wolf graphic and animation I created. Check out his majesty. I call him Fang, after my WoW pet (who is almost 3 years old… they grow up so fast). This week I spent a lot of time working on animations such as this (I don’t want to spoil the surprise), but I also spent a lot of time with some very important code I’ve been neglecting… I’m planning on having the next Bowmaster game support multiple game modes (not just Capture the Flag like in Prelude) so in order to do this I had to re-code a lot of the "hard" coded features in the old Prelude code. Codie co decode code. Say that 10 times fast. Basically I was able to create a very nice foundation for supporting multiple game types and unit AI’s. For example, in Defend your Castle mode, you need to keep your castle alive and kill all the enemies. The enemy AI will advance towards your base at all costs and they will have no castle on their side. Your AI will defend your castle at all costs, attacking any nearby units, but perhaps staying closer to your castle (exact AI behavior is still being worked out).

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