NewsPeeps - Stories tagged with game
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Christopher M. Park - Blog: On Goals: For Love or For Money

posted by http://jonnyboats.wordpress.com/http://jonnyboats.wordpress.com/ 225 days, 3 hours, 8 minutes ago
Wednesday, July 29, 2009 7:18:57 PM GMT
One interesting comment that I've been seeing a lot lately around various message boards and such where people talk about AI War is the comment that the game is a labor a love, and that I'm clearly not looking to get rich off of it. It's actually refreshing to see that sort of opinion, since I was all but accused of being pretty mercenary (and in one case "one step above a viagra ad") in the early days of trying to promote the game (a super, super, hard thing for a new indie developer with no track reco... (more)
category: News | clicked: 0 | comment | | source: christophermpark.blogspot.com
tags: business, game, programming
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Christopher M. Park - Blog: Designing Emergent AI, Part 4: Asymetrical Goals

posted by http://jonnyboats.wordpress.com/http://jonnyboats.wordpress.com/ 225 days, 3 hours, 11 minutes ago
Wednesday, July 29, 2009 7:15:58 PM GMT
The first part of this article series was basically an introduction to our AI design, and the second part of this article series took a look at some of the LINQ code used in the game, as well as discussing danger levels and clarifying a few points from the first article. The third part of this series covered the limitations of this approach. The topic, this time, is the asymmetrical system used for things like resource management in AI War. This topic is a very challenging one for me to approach, be... (more)
category: News | clicked: 0 | comment | | source: christophermpark.blogspot.com
tags: game, programming
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Christopher M. Park - Blog: Designing Emergent AI, Part 2: Queries and Code

posted by http://jonnyboats.wordpress.com/http://jonnyboats.wordpress.com/ 225 days, 3 hours, 12 minutes ago
Wednesday, July 29, 2009 7:15:00 PM GMT
The first part of this article series has been a hit with a lot of people, yet criticized by others for being too introductory/broad. Fair enough, starting with this article I'm going to get a lot lower-level. If you're not a programmer or an AI enthusiast, you probably won't find much interest beyond this point. What Do You Mean, It Works Like A Database? First question that most people are asking is in what way my AI code can possibly be like a database. In a past article (Optimizing 30,000+ Shi... (more)
category: News | clicked: 0 | comment | | source: christophermpark.blogspot.com
tags: game, programming
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Christopher M. Park - Blog: Designing Emergent AI, Part 3: Limitations

posted by http://jonnyboats.wordpress.com/http://jonnyboats.wordpress.com/ 225 days, 3 hours, 13 minutes ago
Wednesday, July 29, 2009 7:13:59 PM GMT
The first part of this article series was basically an introduction to our AI design, and the second part of this article series took a look at some of the LINQ code used in the game, as well as discussing danger levels and clarifying a few points from the first article. The second article was basically just for programmers and AI enthusiasts, as is this third one. The topic, this time, is the manner in which this approach is limited. This Approach Is Limited? Well, of course. I don't think that t... (more)
category: News | clicked: 0 | comment | | source: christophermpark.blogspot.com
tags: game, programming
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Christopher M. Park - Blog: Choosing a DirectX Platform In C#

posted by http://jonnyboats.wordpress.com/http://jonnyboats.wordpress.com/ 225 days, 3 hours, 15 minutes ago
Wednesday, July 29, 2009 7:12:16 PM GMT
Apparently my game AI War: Fleet Command is the first selling game to use the SlimDX development framework. Does it reflect poorly on me that I didn't know that until today, a month after my game was actually released? Well, that knowledge probably wouldn't have scared me off from using their library, anyway -- the proof is in the pudding, and I liked their pudding the best out of all the ones I tried. At the time I remember seeing a "projects that use SlimDX" page, and I even looked a few of those,... (more)
category: News | clicked: 0 | comment | | source: christophermpark.blogspot.com
tags: game, programming
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Christopher M. Park - Blog: How to stream an ogg file using DirectSound in SlimDX.

posted by http://jonnyboats.wordpress.com/http://jonnyboats.wordpress.com/ 225 days, 3 hours, 16 minutes ago
Wednesday, July 29, 2009 7:11:18 PM GMT
With a nudge in the right direction from the SlimDX devs, I've finally got a working streaming solution for DirectSound in SlimDX. This will be a part of the 1.007 release of AI War, improving performance in the game, but I also wanted to share the code for this since it isn't out there anywhere else. First of all, let me note that this entire solution is really just an adaptation of an MDX Directsound streaming solution by Dr Gary. Secondly, it uses the wonderful Ogg Vorbis Decoder (a C# wrapper fo... (more)
category: News | clicked: 1 | comment | | source: christophermpark.blogspot.com
tags: game, programming
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Christopher M. Park - Blog: Designing Emergent AI, Part 1: An Introduction

posted by http://jonnyboats.wordpress.com/http://jonnyboats.wordpress.com/ 225 days, 3 hours, 17 minutes ago
Wednesday, July 29, 2009 7:10:19 PM GMT
A lot of people have been curious about how the AI in AI War: Fleet Command works, since we have been able to achieve so much more realistic strategic/tactical results compared to the AI in most RTS games. Part 1 of this series will give an overview of the design philosophy we used, and later parts will delve more deeply into specific sub-topics. Decision Trees: AI In Most RTS Games First, the way that AI systems in most games work is via giant decision trees (IF A, then C, IF B, then D, etc, etc).... (more)
category: News | clicked: 0 | comment | | source: christophermpark.blogspot.com
tags: game, programming
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Christopher M. Park - Blog: Games As Art... Or Not

posted by http://jonnyboats.wordpress.com/http://jonnyboats.wordpress.com/ 225 days, 3 hours, 18 minutes ago
Wednesday, July 29, 2009 7:09:04 PM GMT
"Can Games Be Art (tm)" is a big question that a lot of people have asked over the years. There are heated arguments on both sides, and I don't really intend to get into that here. The fact remains, a lot of people believe that some games are art, or at least art-like, and this article is addressed to those people. Passage, Braid, and Gravitation Since I count myself as one of those who believe that games can be art, for me this raises the question of should they be? Through a quite old post on th... (more)
category: News | clicked: 0 | comment | | source: christophermpark.blogspot.com
tags: game
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Christopher M. Park - Blog: The Case For Co-Op Games

posted by http://jonnyboats.wordpress.com/http://jonnyboats.wordpress.com/ 225 days, 3 hours, 19 minutes ago
Wednesday, July 29, 2009 7:08:03 PM GMT
I am running an experiment. My company's first game, AI War: Fleet Command, is an RTS game that is entirely cooperative. Not that you can't play it single-player -- you can, and it's completely fun that way -- but there is no player-vs-player mode in a genre that is known for its pvp skirmishes. Was this a smart design decision? Time will tell. Why Co-Op? I don't have any focus group data, survey results, or market studies to back up my feeling that co-op is important. However, it seems like the... (more)
category: News | clicked: 0 | comment | | source: christophermpark.blogspot.com
tags: game
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Christopher M. Park - Blog: Designing Games In A Vacuum, Part 2: Units, Walls, and Caps

posted by http://jonnyboats.wordpress.com/http://jonnyboats.wordpress.com/ 225 days, 3 hours, 20 minutes ago
Wednesday, July 29, 2009 7:06:46 PM GMT
Continuing the discussion from Part 1 of this series, we'll discuss some of the unique challenges of a space-based game environment as it relates to unit design for the game AI War: Fleet Command. These difficulties actually helped to bring out some of the more novel features of the game, so in the end I'm quite glad I made the choice to set the game in space (despite all the headaches during the early stages of design and implementation). Issues Continuing the list of issues from the first article:... (more)
category: News | clicked: 0 | comment | | source: christophermpark.blogspot.com
tags: game, programming
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Christopher M. Park - Blog: Designing Games In A Vacuum, Part 1: Terrain & Positionality

posted by http://jonnyboats.wordpress.com/http://jonnyboats.wordpress.com/ 225 days, 3 hours, 21 minutes ago
Wednesday, July 29, 2009 7:05:56 PM GMT
In developing the space-based RTS game AI War: Fleet Command, I encountered an unexpected design challenge: namely, I hadn't anticipated the issues that would be caused by setting the game in space. I've played space-based games like Homeworld (which I didn't care for) and Descent: Freespace (which I loved), among many others -- all sorts of Star Wars games, for instance. Most of the games that I had loved which were set in space all had a strong action element to them, usually involving piloting smal... (more)
category: News | clicked: 0 | comment | | source: christophermpark.blogspot.com
tags: game, programming
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Amver, Saving Lives at Sea Since 1958: Wired Magazine's Pirate Game; Good or Exploitation?

published 224 days, 8 hours, 50 minutes ago posted by http://jonnyboats.wordpress.com/http://jonnyboats.wordpress.com/ 225 days, 9 hours, 17 minutes ago
Thursday, July 30, 2009 1:36:38 PM GMT Wednesday, July 29, 2009 1:09:39 PM GMT
Amver received a Tweet from one of our followers about a new game Wired Magazine is promoting. It's called Cutthroat Capitalism and, according to the site, "You are a pirate commander staked with $50,000 from local tribal leaders and other investors. Your job is to guide your pirate crew through raids in and around the Gulf of Aden, attack and capture a ship, and successfully negotiate a ransom." (more)
category: News | clicked: 0 | comment | | source: amveruscg.blogspot.com
tags: game, marine
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WPF: Pong - Mike Taulty's Blog - Mike Taulty's Blog

published 202 days, 6 hours, 36 minutes ago posted by http://jonnyboats.wordpress.com/http://jonnyboats.wordpress.com/ 242 days, 21 hours, 7 minutes ago
Friday, August 21, 2009 3:50:47 PM GMT Sunday, July 12, 2009 1:19:53 AM GMT
Following up on yesterday’s amazing breakthrough with “Silverlight:Pong” :-) I thought I’d follow a bit of this XAML Continuum myself and move my Silverlight Pong to WPF. I wanted to maintain a single code-base as much as possible. It’s fairly easy to cross-compile C# code by using conditional compilation where necessary for WPF/Silverlight ( Silverlight projects already define the SILVERLIGHT constant which is useful ) but I wanted to also try and have a single lump of XAML so that pretty much all the ... (more)
category: News | clicked: 1 | comment | | source: mtaulty.com
tags: game, WPF
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Silverlight: Pong - Mike Taulty's Blog - Mike Taulty's Blog

posted by http://jonnyboats.wordpress.com/http://jonnyboats.wordpress.com/ 242 days, 21 hours, 8 minutes ago
Sunday, July 12, 2009 1:18:57 AM GMT
What with all the high-tech announcements around “Project Natal” I thought I might head the other direction and play with something a little more on the low-tech end of the spectrum; a Silverlight 3 version of Pong :-) I tried to be reasonably retro here and reproduce the original look and feel somewhat ( didn’t take me long to draw those 2 lines in Expression Blend ). You can run the application from here – not sure it really makes for a two-player game these days but I spent a few minutes playing ... (more)
category: News | clicked: 1 | comment | | source: mtaulty.com
tags: game, Silverlight