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Koder makes Games

and occasionally writes a devlog

Category: In Dead Company

Take a mantle of a necromancer on roaring rampage of revenge.

A story-heavy hybrid of RPG, RTS and rouguelike will take you on a journey of epic proportions. Lead your minions into battles with hundreds of combatants, or take enemy life with your own hands.

Let’s get renderin’

2017-10-262017-10-27 koderIn Dead Company

Having thinly veiled placeholder images is fine on first days of production, but it really pays to have at least a rough resemblance to ultimate vision of product. Today I decided to take up Blender,[…]

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Fun with normals

2017-10-252017-10-27 koderIn Dead Company

It’s time to get some visuals going. Since I am no artist, this is no spectacular – but I thought it’s a good idea to check out engine capabilities in shading. A simple normal map[…]

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The idle CPU mistery

2017-10-242017-10-27 koderIn Dead Company

Pushing “In Dead Company” AI to its limit I found a strange thing. When I spawn hundreds of combatants, frame rate drops. This is to be expected – there is a limit to how much[…]

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Quest for a leak that was not there

2017-10-232017-10-27 koderIn Dead Company

I spent most of today code-time hunting a curious leak. Not memory leak, mind you – memory consumption was perfectly normal. I tested my AI with 300 agents, and it worked smooth. At first. After[…]

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In Dead Company

2017-10-222017-10-27 koderIn Dead Company

So, what is this about? You get to take up a mantle of necromancer on quest for revenge. I call it a hybrid of RPG, RTS and roguelike, but what hybrid exactly? Dialogue, back story[…]

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Mindfields – AI for crowds

2017-10-222017-10-27 koderIn Dead Company

Gameplay and Story Segregation really gets on my nerves. Especially with RPGs. Story takes place in a city with thousands of souls, yet all you get are three levels with 30 characters at most. Those are[…]

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