behaviour Archive

  • Time to add some Artificial Intelligence!  We'll be giving the bad guys pursue, engage, flyby and flee behaviours.  How do we do this without all bad guys behaving identically?  Smoke and mirrors or a ghost in the machine...?

    ISSUE 7: Do you read me, HAL?

    Time to add some Artificial Intelligence! We'll be giving the bad guys pursue, engage, flyby and flee behaviours. How do we do this without all bad guys behaving identically? Smoke and mirrors or a ghost in the machine...?

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  • It's time for some housekeeping before the New Year!  We're going to revamp our code base with a new design, explain the water from Issue 4, add some sound effects and finish with a basic Heads Up Display (HUD).

    ISSUE 5: A New Hope

    It's time for some housekeeping before the New Year! We're going to revamp our code base with a new design, explain the water from Issue 4, add some sound effects and finish with a basic Heads Up Display (HUD).

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  • Welcome back!  In Issue 2 we will focus on getting your game's main character (player) into the world you created in Issue 1!

    ISSUE 2: All the world’s a stage

    Welcome back! In Issue 2 we will focus on getting your game's main character (player) into the world you created in Issue 1!

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