Thursday 18 September 2014

Where art thou Gix?

Alright, It's been 5 months since I've written a Blog and the videos I upload on Youtube lately are basically fillers; What's up with that? What games have I been playing lately? Anything new? What am I doing?

I look back at the last few months and, honestly, it's all a blurr... primarily because there wasn't much variety. I try to play a little bit of Final Fantasy 14, The Elder Scrolls Online and Diablo 3 at least once a week... and, more often than not, I fail at that. I had the opportunity to play a little bit of "Divinity: Original Sin" with one of my brothers and it was an entertaining experience particularly because my brother never really played an RPG before. The turn-based combat system of this game allow us to play at the pace that we want. I've also been meaning to play some Assassin's Creed Black Flag (I love the whole pirate shtick) but I'm horrified at the concept of installing Uplay. I haven't touched Dark Souls II since the last livestream and I intend to play it again next time I stream.

If you're wondering why I haven't uploaded more Lets Play videos lately, it's because I haven't really had the opportunity to take the time to sit down and play. You guys could assume that I've been busy and you'd be right... it's an under-statement to say the least.

Summer is ending; people are going out for beers one last time, the time to have family barbecues (as enjoyable as they are) is finally over... and here I am doing crunch time to deliver a graphical prototype of my video game. I expected to enter the production phase before the end of the year but it might not happen. Now that I think about it, I'm practically an entire year behind what I originally anticipated. Is it a big deal? Kind of. I'm anxious to start working on Artificial Intelligence as this is most likely what will make or break my game.

This guy has been doing a lot of cool stuff with combat behaviors and it'll be interesting to see how far I can push my NPCs... particularly since I got a lot of "out of combat" behaviors that I want to implement. It's cool because, as different as our games may be, we essentially share the same limitations/problems caused by procedural generation. I use him as a point of reference to see if the solutions I come up with are sound. So far so good.

Earlier this year, I announced that I was working on this project (which included a single screenshot) and, aftwards, proceeded to share my ideas for the game during the closing moments of my following livestream(s). Considering I haven't been uploading any Lets Plays lately and, really, you guys know more about the game than you should :P I figured I might as well share a little bit more: