Report article RSS Feed Devlog2 - Destroying blocks and collapsing!

A new Devlog showing off how the enemy destroys the environment, as well as some structural collapses. I also go a little into the Construction system, and why it's important.

Posted by GorillaOne on Feb 5th, 2013


So I'll clarify a bit here, since I only barely mention it in the video. Enemies don't simply attack objects they come into contact with. A wall, such as in the video, will have several pathfinding links going through it. These links will be of a Tunnel type. When an enemy gets to a Tunnel link (or any other construction type: bridge or ladder) instead of moving through it, it sends a ConstructionRequest to the game. The game then plans out what the tunnel will look like, and sends out a bunch of orders to different units to destroy or construct tiles.

Ok, so what's cool about this? Well, since I can easily edit the contents of this Tunnel plan, I can make it so that instead of JUST destroying the tiles, the enemy also replaces them with support tiles to prevent collapse. It's a pretty neat, robust, and flexible system. I'm excited to see how I can expand it to help create a better player experience.

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Guest
Guest Feb 5 2013, 7:40pm says:

What is the rison of making a copy of gorgeusly made game - witch is still developed?

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GorillaOne Author
GorillaOne Feb 5 2013, 9:32pm replied:

Depends what game you're talking about, and what you mean by copy.

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Imagamer45
Imagamer45 Feb 6 2013, 1:48am replied:

He is referring to King Arthur's Gold, I suspect.

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GorillaOne Author
GorillaOne Feb 6 2013, 11:09am replied:

I figured too, I was just asking him to elaborate on his statement so he himself could think through the comparison more completely. Looking objectively at the two games, the similarities between KAG's Deathmatch/Capture the flag, proposed multi-screen, persistent multiplayer gameplay and KRP's single player, fortress defense gameplay aren't exactly uncanny.

Clearly the engineer gameplay in King Arthur's Gold was a big inspiration for me, as well as Minecraft (I have videos of me playing both on the youtube page). However, I wanted to build a game that was focused on singleplayer, fortress building (without much if any resource collection) and tower defense-esque waves of resourceful and intelligent, but deterministic, enemy AI -> a much different direction than KAG, with a different starting point.

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Shinobi^64
Shinobi^64 Feb 5 2013, 7:47pm says:

hi.

{Enemies don't simply attack objects they come into contact with. A wall,}

i wont to see Pieces of Rocks on Air...please make up this first.

i think its better all each of enemies standing on a slot like constructions , we can see what they doing .

cheer.

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GorillaOne Author
GorillaOne Feb 5 2013, 9:33pm replied:

You can see blocks collapsing at 1:25. :) There will be more epic (and subdued, I won't discriminate) in the coming videos.

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