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Adventure Game #000: Testing

First post for testing.

I am a Computer Science graduate from the University of Washington turned indie developer. My goal is to create a Module built adventure game piece by piece and document the process with the hopes to help someone in the future. I have been part of several game projects including Defense of AllendaGhostlight Manor, and GoArmy Edge Football

Here we go!

Thank you for checking out my page, I intend to post every 1-2 weeks on a new part of my adventure game.

For now, here is a sneak peak at my first Adventure Game post (Waypoints)


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Adventure Game #003 A* Pathfinding (Version 2)

Following the previous post (here) The AstarPathfinding package is now wrapped up.
I added the following features:

1) Get shortest path with Gameobjects
2) Get shortest path with AstarNodes
3) Return null if end point is unreachable
4) AstarPathfinding is now static
5) Added summaries to the methods for ease of use
6) removed char[,] references.

1) Get shortest path with Gameobjects
The tiles on the game all have a component "AstarTileNode" and have the following members:

+ public enum AstarNodeState { Open, Closed, Start, End}
+ public AstarNodeState CurrentNodeState

///<para>Takes a array of Gameobjects with Component AstarNode and returns a
///recursive node path of the shortest path</para>
///<para>Returns: AstarNode shortest path node, null is no path</para>
public static AstarNode GetShortestPath(GameObject[] gos) {
    List<AstarNode> nodes = new List<AstarNode>();
    foreach(var n in gos) {
        var wsn =…

Adventure Game #001: Waypoint Traversal

Way-points have always seemed to be an important part of gaming; traversing a unit through a path, patrolling an area, etc. Project and Source downloads are at the bottom of the post.

I started this post with what I thought was a well rounded and defined goal. As I moved forward with the code I thought "Hey, it would be cool to do this and add that". after going around and tripling my scope I decided to pair the features down to the basics: Moving to Random way-points and Traversing a way-point list in order. All other code was shelved for a part 2 and 3 (Reversing Direction, Shortest Paths)

I set forth with the idea to have unique customization events happen to each individual object traversing and with that in mind each unit contains the follow options:

 eWaypointAction {TraverseNext,Random}
eWaypointStartAction { TraverseNext, Random }
eWaypointIntermediateAction { TraverseNext, Random }
eWaypointEndAction { Destroy, GoToStart, Random }
eWaypointState { WaitingForPoints,…