Das Humankapital

Consulting & Coaching Inc.

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So what's going on?

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Alright, my job has recently cost a lot of my attention, which is mainly why there's been barely any progress. I know for a fact that things aren't really different for Roland, so the Das Humankapital team experiences a stale in development as a whole.

This is not necessarily a bad thing (it's not as if we're on a deadline here), because it gives us time to look at our framework/engine with a bit more distance. This, hopefully, allows us to throw out parts we don't need, or revise our approach from a totally new angle. I realize that my requirement list changes over time. Today, I'm absolutely in favour of the framework/engine providing as much of the tedious tasks as possible, even for simple experimental prototypes (of which, I think, we'll be doing a lot).

I'm planning a profile management layer, which should allow games to just register their bits and have savegames, settings, ... managed automatically, even in multi-user environments, probably even with basic versioning support. The goal is that it's super-easy for any game/prototype to load and save things without caring about anything.

Next will probably come an abstraction layer for all kinds of data (as of now, the loading bits are heavily XML-dependent; for every other data source, there has to be a dedicated loading procedure, which isn't really what this is about. I don't want to load XML files, I want to load a model [or a part thereof] within our game world). I've been looking for a library that already does that, but so far, I failed ignominiously at finding one. If you know anything, I'd really appreciate if you dropped me a note!

 

A small update

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So, there haven't been exactly a lot of news from my side recently - too many distractions... I made some finishing touches to my swarm prototype (I'm pretty satisfied with the controls now, everything feels very smooth) but didn't make any efforts to turn it into a real game yet. Frankly, I just couldn't settle on any one idea so far - there are a few possibilities in my mind right now, but none of them really satisfies me, so I'll just let it sit for now and return to it later until (hopefully) inspiration hits me over the head with a blunt object or something like that.

Until then, I will start with another project: I always wanted to try out a few AI techniques, but never really got to it, because the projects we started either were so big, that we abandoned them before we came to the AI part or they just didn't need any kind of sophisticated enemy behaviour (see Atomic Butcher). But thanks to the wonderful invention of prototypes, I can now do just that: I will make a very simple, stripped down maze-game where the player is being chased by exactly one enemy, and one enemy only (kind of a minotauros - inspired cross between Pac Man and survival horror). There won't be a lot going on aside from that, but I will try to make that single enemy as smart and dangerous as possible, so that he hopefully is sufficient to induce a nice dose of fear in the player. Right now I'm still researching aproppriate AI algorithms and will start coding by tomorrow...

Last Updated ( Saturday, 14 March 2009 16:23 )
 

Wrapping it all up

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Ok, I'm done for this week - I have to say, it was a lot of fun and I learned quite a bit about how to approach game development differently. The focus on big projects (that tend to never get finished) we had up until now was somewhat paralyzing, because it always took sooo long until you saw at least something reminescent of a game. It's really refreshing to simply hack together whatever is currently on your mind, knowing you will never use the code again, just to see if a certain idea works in a game or not. I still want to create "bigger" games, eventually (a sequel to Atomic Butcher is still high on my wishlist), but until then, I think it will be a good idea to just experiment with prototypes - any "real" games we might make in the future will surely benefit from it.

Speaking of "real games" - even though I'm contradicting myself a bit here, I decided to turn my "swarm" - prototype into one (the game about the thinking/free association process, see my last post). Well, it won't be huge, it should be something I can finish in 1 to 2 months. We'll see.

 

Some playing about

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Not much has happened, but I've been playing around a bit with a few things, and extending our framework a bit. Creating a new game/prototype from scratch now is a matter of a few minutes. The stub code needed is around 10 lines in total, and you have an instance up and running with all the possibilities our framework has to offer.

I was also looking for a few things input-device-related. The microphone as input device now works fully transparent to pressing a key, for instance. At least as far as the peak volume is concerned. Sound analysis framework is also up, but the important bits are still missing; maybe I can dig out a good speech recognition library, probably even using JSAPI? Interfacing a graphics tablet apparently is not (yet) possible in a platform independent way, so that one's kinda out for now. Gamepads (and rumblers) work and are also fully integrated.

Next, I'll probably look into using the Wiimote (those of you in my proximity who own such thing, beware, I may attack you with a rental request in the nearer future!), and I'd also like to buy a Joystick and maybe a driving wheel. Never had one of those, but I'm sure there are fun things to do with them :-).

 

Today's work

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In a nutshell, I played around with sound (recording) today, and did a bit of post-processing, so I've got a very basic version of a microphone as an input device. As of now, I'm analyzing solely the amplitude, which means the mere volume of the "recorded" sound. With this I want to create a shouting-oriented game, which I think could be pretty fun (but probably pisses off all neighbours).

Current possible settings:

  1. Shout to get a car going
  2. Be an Egyptian builder and shout at your slaves to make them work faster
  3. Be a school teacher and control the kids (who'd get louder and louder) by screaming at them
  4. Protect your crops by shouting at birds trying to settle down
  5. For a creature that is learning (a small and fluffy puppy perhaps?), condition it by screaming when it does something wrong
  6. Select lemming type, then select lemming, then shout at it to make it "start"
The possibilities are endless!

 

 
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