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News Archive
| May 1, 2005 |
DoctorWare website |
Work continues on the DoctorWare
website. This is almost ready for uploading. I have also been commissioned
to develop an intranet using PHP and Perl script, which can act
as a file server and dynamically track the status of customer upgrade
requests. This will operate on Macintosh and Windows platforms.
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| April 27, 2005 |
Torque Considered |
Development is currently on hold whilst I write 6,000
words for assessment.
I have looked a little at the Torque game engine (Indie Licence)
which you can have a look at by visiting www.garagegames.com
- its somewhere under the 'Make Games' tab. Its the same engine
that was used to make Tribes II.
I will continue development after Uni work has been submitted.
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| April 22, 2005 |
Ogre3d Considered |
I am currently looking at 3d engines for when I upgrade
Battlefield to the 3d version. The current favourite is the ogre
engine, which you can check out at www.ogre3d.org

I am also making final preparations for implementing
binary heaps in the path finding.
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| April 21, 2005 |
Site Launched |
| Welcome to the BattleField home page! Today the
site was uploaded, with a screenshots section from the latest version
of BattleField and various other information pages. There are currently
no downloads, as I don't feel that Version 1.3.4 is A) Bug-free
enough, or B) Exciting enough to warrant downloading. In the meantime,
check out the screenshots!
The next features being implemented are
- Binary Heaps for the pathfinding (makes them run quicker)
- General level AI implementing Unit type flags (shooter, fighter,
fast, etc.)
- "Tool-tip" information on a unit (on mouse over the
unit)
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| April
17, 2005 |
Stage One AI
Implemented |
| After a solid week of research I finally decided
on a structure for the BattleField AI system. It seems like a hierarchical
AI system (sometimes referred to as a blackboard system, unless
I'm getting my buzz words mixed up) is the best bet. Basically a
"General" works out overall strategy, and passes it on
to a "Captain" who gives orders to groups of units. These
orders are then translated by "Sergeants" to orders for
individual units, and these units then act on them. The units can
also react to the environment around them without input from the
higher AI levels.
"Phase One" of the AI Implementation involved writing
the Sergeant Level AIs, so that units can be given general commands,
and will carry them out. I also allowed the general to select a
"Mad Rush" battle plan (more will be implemented later,
and selection will be dependent on the general's characteristics)
which orders half the computer units to charge forward into combat
and the other half to stand back and shoot. Support for unit specialties
(i.e. better at shooting or combat) is being added later on.
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| April
10, 2005 |
Battlefield goes
real time! |
| Today Battlefield finally went realtime. I have
removed the turn based code and replaced it with a timed game loop.
Once OpenGL is implemented this will become the proper game loop.
Had to fix several bugs to allow multiple combats and to resolve
unit selection issues. Selection is still basic but I'm planning
to support multiple selections and group movement at a later date.
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