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Eris Pre-Alpha Preview 5
by Mike
Very productive week this week. We got Gaan’gus working in the game, and implemented the Personal Upgrade and Positioning Interface (PUP interface for short).
You can now spend XP on perks like double jump, a jetpack, dodging, ect. Or stat boosts like Armor upgrades, speed boosts, and stealth enhancements.
We also implemented turret placing and a GPS.
I would say our most productive week yet. Check out the video below.
Eris Pre-Alpha Preview 4
by Travis
Hello again people, this is Travis of Code Avarice. I figured I could give Mike a break at typing this evening and do the write up for this week.
Very exciting week for me personally, this week… as I veered away from character modeling for a bit and got into some hard surface stuff. Two totally different processes of the same result. Gives me a headache when I think about it sometimes… lol, Anyway, this brings me to our accomplishments for this week.
As I have spent most of my week on building a turret for our defenses, Mike also worked in the same direction. He gave the turret a brian and the ability to choose targets. Turrets will scan the area until an enemy comes into their view, if multiple enemies come into their view, the turret will decide which one is the most pressing threat, and attack it.
Also on the agenda was more work on the pack mentality AI that we have been seeing to date. He has given them the ability to choose whom to attack based on proximity and threat. For instance.. if you were present in or near a tower they were trying to take, some of the pack would choose to attack you instead of taking back the tower.. the remainder continue on to the console.
Mike also put some time into the team system infrastructure. In multi-player you will be able to join and leave teams as you choose. Towers will be shared among all members of a given team, so you can all place defenses. Anyone not on your team will be attacked by your turrets. This is going to be one of the most interesting parts of the game for me. Its my kind of battle.. mano a mano..\m/\m/
Ok friends and neighbors, that concludes or write up for this week of 7/12. It was a good week. Big plans for next week, so stop back and check it out. Thanks for stopping and a HUGE thanks for your support.
Travis \m/\m/
Code Avarice
Eris Pre-Alpha Preview 3
by Mike
I could not really pick one thing to focus on this week, so I just implemented whatever popped into my head. Big features were sneaking/crouching and weapon accuracy/recoil. Definitely the most fun feature was the ChronoGun, which slows down time within a small radius.
Eris Pre-Alpha Preview 2
by Mike
We had a little trouble maintaining our momentum this week. We were a bit burnt out at first, and Travis was sick over the weekend. Not to mention I spent a large chunk of the week working on pathfinding, which was not much fun. We did manage to get some cool new features in though. Most notably being the new weapon system and damage effects on enemies.
Eris Pre-Alpha Preview 1
by Mike
Last week, we threw everything we had out and started over on Eris. We got a new engine and started working immediately. In that short week we had an explosion of progress, and this is the result:
It’s not much, but it’s a hell of a lot more than we had a week ago! We’ve got the basics. Moving, shooting, simple AI, some neat effects, and lots of work-in-progress art.
We’re going to be posting video updates every week, hopefully. So expect much more content to come!
Mike Is Still Alive!
by Mike
Man, it’s been a while since I’ve posted something. (74 days to be exact)
I’ve been very busy with things, both Code Avarice related, and personal. Things have been going rather well on the code side of things. I’ve gotten a mock up of the physics system, and the collision engine is coming along slowly. In a month or so I’ll be able to resume full time work at Code Avarice, and things will start to pick up pace hopefully.
Once we get a nice prototype going we intend to do weekly video updates to keep things interesting.
Over the next few weeks, I want to wrap up collisions and physics, and get player controls down pat. After that, I have no idea what I’m gonna do. Most likely some uber fun graphics code!
Update: Human Colony Theme Render
by Travis
Its been a while since we have posted to this page as we are both working full time on the latest project. Updates should be getting more frequent as we finish up the main art and coding. Which brings me to the main purpose of this post.. to show off an asset that can give some idea to the theme of a particular part of this game. This is not a high, high, quality render, it is rendered for the web, regardless.. enjoy the sneak peek!


Engine Overhaul, Scripting, And More!
by Mike
I’ve been dissatisfied with the layout of the engine for a while. And while reading this book I totally changed the way I was thinking about the code layout and how things interact. So I’ve spent the last few days moving things around, and setting up lots of cool new ways to load, render, and query assets. I am only beginning to imagine the exiting new things I can do with the new systems I have in place.
Speaking of new systems, I am implementing angelscript, which will allow me to work much faster, and give me a much more well defined line between engine and gameplay code.
Travis has been working on the world, which we have yet to see in engine because I have been knee deep in overhauling everything. Hopefully sometime next week I’ll be able to make a gameplay video showing off our test world.
Stagnation
by Mike
Things have been going slowly here at Code Avarice. Struggling to find motivation with such a big project looming over our heads. We’ve finished pre-production, and are tackling the issue of how exactly we want to move forward.
The engine is looking great, and I’ve been reading some really good literature on some great, headache inducing technical stuff.
Expect some more exiting updates in the coming weeks.
