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,[…]
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.
Fun with normals
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[…]
The idle CPU mistery
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[…]
Quest for a leak that was not there
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[…]
In 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[…]
Mindfields – AI for crowds
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[…]