Realtime turn-based AI

You know how in most forms of media (games, comics, movies, whatever) if a group of people gang up on the "hero" or player, they tend to attack one at a time? It's a pretty common trope, but at least as far as games go it's also somewhat required for…

Scripted Dialogue Sequences

I've been working on a prototype for a game in Unreal as a personal endeavor for around 8-9 months now. One of the systems I setup pretty early on was a way to very easily script cutscenes through blueprint. It's primarily based around writing textual dialogue, and is called "TalkMoment"…

Improving Pathfinding + Navigation

In my last post I showed off how my cinematic system works. The result was this nice little gif: The caption said, "The navigation system is a little funky and needs a rewrite"... Well, now I've done a large refactor of the navigation system and it works much better. Before…

Scriptable Cinematics with Coroutines

I've been working on and off on a small 2D ARPG for a year or so. There's very little to show right now (and it's almost entirely using placeholder assets) but I'm incredibly proud of some of the underlying tech. Kenney makes some wonderful assets to use for prototypingThe custom…

Designing AI for Explore

In my previous article I talked about designing a dungeon generation system for the roguelike I'm working on, Explore. Today I'm going to talk about writing the AI and some of the design decisions behind enemies. Speed and Timing Explore, like many roguelikes before it, is a turn-based game. With…

Scriptable Dungeon Generation

I've talked about dungeon generation in the past, specifically an algorithm that I've used in a few places. That same algorithm is at work in my roguelike which I've been calling "Explore". Since I've already covered exactly how that algorithm works, I'm going to cover a slightly different…

A new blog

Due to some issues I've been having with Wordpress, I've moved to Ghost! I'm slowly porting some of my old posts over here, but it may take some time.…