Reaper's Tale
Blog Archive
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2009
(11)
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April
(6)
Things are now on fire and can explode.
I can command my monsters to assault me with brigh...
This AIMaster class is trickier than I originally ...
Working on an AIMaster class. This class will esse...
It's official. My monsters can now surround me and...
yay, problems fixed in the AIChase code. I can (in...
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March
(3)
Trying to implement a crude (?) AI system. Effect...
The player class has been brought in line with how...
Enemies can die now. Code has been restructured so...
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February
(1)
In a surprising turn of events, things seem to be ...
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January
(1)
Still fighting the ground handling. Not sure what ...
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2008
(23)
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December
(3)
Adding GetMyMaterial(void) & GetMyMaterial(Physic...
GameObjectBase -> Simple Object Class. Attaches it...
I'm coming to the conclusion that forward planning...
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November
(5)
NOTE: Make all movement/falling/movement relative ...
ParticleSystems can now be easily added, and will ...
CEGUI is fairly well cemented in my head. Need to ...
Character can moveSwings an apendage in what could...
Managed to get CEGUI up and running. Still need to...
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October
(7)
/dance
collisions = headaches
Particles
Jumping Works
Jumping Slime
Jumping hates me. Will reattempt after sleep.
Irritation/Windfall
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September
(4)
Mild Excitement.
Designing...
Minor Progress
Family = No Progress
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August
(4)
Primary Goal completed, secondary goal, not so muc...
Plans for the weekend
Progress.
Reaper's Tale
Monday, April 20, 2009
This AIMaster class is trickier than I originally thought. Yet another glorious example of how work tends to expand exponentially.
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