Today I added animation support and did some significant tweaks to the
AI. The AI is now aware that direct collisions with the player are
lethal, so it will attempt to make a kamikaze strike if the player gets
too close. The AI also shoots bullets, each of which deal 1 damage
against the player's 4 health. Upon killing an enemy, a health pack is
dropped which heals 2 health. (The AI can also pick up health packs, but can only do so by accident right now if it happens to fly through the pack.)
A friend of mine added support for firing three shots in an arc per press of
the trigger. Theoretically this should be an upgrade in the game, but
for now we just have it enabled by default.
Here is today's video:
http://www.youtube.com/watch?v=DnnHKvBHcww
Hopefully this link works for everyone :-)
Sorry, I accidentally deleted the video. After some frustration with encodings, I switched to a different video capture method, so hopefully the following link works for you:
http://www.screentoaster.com/watch/stVkNXRkJIR19eQF5ZWltcXl5W/flgc_day_3
If not then I can try uploading to YouTube...On Thu, Dec 17, 2009 at 3:33 AM, Aad Versteden <madnificent@gmail.com> wrote:
Hello,
The URL for this screencast gives me a 404. Care to upload it again?
Cheers,
mad
On Wed, 2009-12-16 at 18:46 -0800, Elliott Slaughter wrote:
> Here's the day 3 video. I've added collision detection (so the enemies
> can actually be shot down), and some basic AI behavior (the enemies
> dodge bullets).
>
>
> Enjoy :-)
>
>
> http://screencast.com/t/YjkzNzA1ZjYt
>
> On Tue, Dec 15, 2009 at 9:57 PM, Elliott Slaughter
> <elliottslaughter@gmail.com> wrote:
> I worked for a couple hours today and got the basics set up.
> The enemy doesn't move, and the bullets can't actually hit it,
> but hey, if you aren't embarrassed by your version 1, then you
> released to late, right? ;-)
>
>
> Anyway, here's a 10-second screencast of the game so far:
>
>
> http://screencast.com/t/NzRlMTBkYjU
>
> On Sun, Dec 13, 2009 at 4:28 AM, Elliott Slaughter
> <elliottslaughter@gmail.com> wrote:
>
>
> Hi everyone,
>
>
> I intend to start my competition entry on Monday. The
> game idea is a scrolling shooter game reminiscent
> of Raptor [1], an old DOS game.
>
>
> The game is be implemented in Common Lisp, based on my
> Blackthorn game engine [2]. Blackthorn itself uses
> Lispbuilder and CL-OpenGL for graphics. The engine is
> currently pre-alpha quality, but should be sufficient
> for a basic game. At any rate, if I spend some time
> fixing engine rather than game related issues, I
> believe the time will be well spent.
>
>
> The game is intended to run on Windows, Mac OS X, and
> Linux. (Basically, any PC platform that supports SDL.)
> I am also interested in getting the game to run on
> some sort of a mobile platform, but suspect I won't
> have time to look into that in only a week. Currently
> my best lead is ECL on the iPhone, but I haven't
> gotten the last known working build to compile on my
> system yet.
>
>
> I look forward to sending out further updates as
> development progresses.
>
>
> [1] http://en.wikipedia.org/wiki/Raptor:_Call_of_the_Shadows
> [2] http://code.google.com/p/blackthorn-engine/
>
>
> --
> Elliott Slaughter
>
> "Don't worry about what anybody else is going to do.
> The best way to predict the future is to invent it." -
> Alan Kay
>
>
>
>
>
> --
> Elliott Slaughter
>
> "Don't worry about what anybody else is going to do. The best
> way to predict the future is to invent it." - Alan Kay
>
>
>
>
> --
> Elliott Slaughter
>
> "Don't worry about what anybody else is going to do. The best way to
> predict the future is to invent it." - Alan Kay
>
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> lisp-game-dev@common-lisp.net
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--
Elliott Slaughter
"Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay