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Gooni's XNA Blog

Freitag, 2. April 2010. Behavior - Top-down Approach. In order to define a framework that allows us to specify what funcionality exactly a micro behavior should provide, we have to abstract from the tasks, a player has to accomplish. And I don't mean tasks live saving Sandy or getting the rest of those alien bastersd. I mean tasks like moving, dropping converters and activating upgrades. In Squar, you have to. Fire your tank gun (RT). Activate converter upgrades (LB). Activate tank upgrades (RB). What we...

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Gooni's XNA Blog | gooni-xna.blogspot.com Reviews
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Freitag, 2. April 2010. Behavior - Top-down Approach. In order to define a framework that allows us to specify what funcionality exactly a micro behavior should provide, we have to abstract from the tasks, a player has to accomplish. And I don't mean tasks live saving Sandy or getting the rest of those alien bastersd. I mean tasks like moving, dropping converters and activating upgrades. In Squar, you have to. Fire your tank gun (RT). Activate converter upgrades (LB). Activate tank upgrades (RB). What we...
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Gooni's XNA Blog | gooni-xna.blogspot.com Reviews

https://gooni-xna.blogspot.com

Freitag, 2. April 2010. Behavior - Top-down Approach. In order to define a framework that allows us to specify what funcionality exactly a micro behavior should provide, we have to abstract from the tasks, a player has to accomplish. And I don't mean tasks live saving Sandy or getting the rest of those alien bastersd. I mean tasks like moving, dropping converters and activating upgrades. In Squar, you have to. Fire your tank gun (RT). Activate converter upgrades (LB). Activate tank upgrades (RB). What we...

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Gooni's XNA Blog: März 2010

http://gooni-xna.blogspot.com/2010_03_01_archive.html

Sonntag, 28. März 2010. Behavior - Alternating tasks. From now on, it is fairly simple to extend and enhance our AI's behavior:. We'll let building remain our priority, but whenever we have dropped a converter, we will pick up a power-up while our converter sinks into the ground. With this small modification our pacifistic AI behavs almost like a (somewhat greedy) human player already. Without changing our behavior any further, it can never be wrong to shoot at anything that moves! What we are doing now ...

2

Gooni's XNA Blog: April 2010

http://gooni-xna.blogspot.com/2010_04_01_archive.html

Freitag, 2. April 2010. Behavior - Top-down Approach. In order to define a framework that allows us to specify what funcionality exactly a micro behavior should provide, we have to abstract from the tasks, a player has to accomplish. And I don't mean tasks live saving Sandy or getting the rest of those alien bastersd. I mean tasks like moving, dropping converters and activating upgrades. In Squar, you have to. Fire your tank gun (RT). Activate converter upgrades (LB). Activate tank upgrades (RB). What we...

3

Gooni's XNA Blog: Behavior - Top-down Approach

http://gooni-xna.blogspot.com/2010/04/behavior-top-down-approach.html

Freitag, 2. April 2010. Behavior - Top-down Approach. In order to define a framework that allows us to specify what funcionality exactly a micro behavior should provide, we have to abstract from the tasks, a player has to accomplish. And I don't mean tasks live saving Sandy or getting the rest of those alien bastersd. I mean tasks like moving, dropping converters and activating upgrades. In Squar, you have to. Fire your tank gun (RT). Activate converter upgrades (LB). Activate tank upgrades (RB). What we...

4

Gooni's XNA Blog: Behavior - Mirco vs. Macro

http://gooni-xna.blogspot.com/2010/04/behavior-mirco-vs-macro-bottom-uo-vs.html

Freitag, 2. April 2010. Behavior - Mirco vs. Macro. As we saw in the last video, the AI already behaves somehow reasonable for most of the time. However it is obvious that we can't let our AI behave determinsitc. A determinstic AI is likely to behave "stupid", e.g. our hitherto implemented AI would chase a player forever if he drives around a long wall. For a more differentiated way to determine the chance to abort your present task. What will be our next step? This brings us to the second way of proceed...

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Development

http://www.squar.info/development.shtml

I started to acquaint myself with XNA. At the end of 2008 and at the beginning of 2009. I developed the gameplay of Squar on paper and created some test implementations based on dummy models. Deliberately, I left both setting and story to some extent undefined to leave many degrees of freedom for the graphics design. Christian Brand (whose approval for cooperation I had obtained at the beginning of the project) provided me with models and textures and thus defined the game universe and background.

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Algorithms

http://www.squar.info/algorithms.shtml

As a start, I will discuss algorithm optimization in general and put one rahter basic pathfinding algorithm online. EDIT: As you probably noticed, a lot of things have recently been updated on this site. One of these things is, I decided to start a blog about the AI development of Squar. Instead of documenting the AI here. Optimizing Algorithms that you use in your Game. Why should we consider the complexity of every single algorithm that we implement? Speaking of algorithm optimization I want to make on...

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Gooni's XNA Blog

Freitag, 2. April 2010. Behavior - Top-down Approach. In order to define a framework that allows us to specify what funcionality exactly a micro behavior should provide, we have to abstract from the tasks, a player has to accomplish. And I don't mean tasks live saving Sandy or getting the rest of those alien bastersd. I mean tasks like moving, dropping converters and activating upgrades. In Squar, you have to. Fire your tank gun (RT). Activate converter upgrades (LB). Activate tank upgrades (RB). What we...

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