Saturday, August 20, 2011

Research

I spent today so far fiddling with the boid code and research.

I found these links which have been helpful: http://www.red3d.com/cwr/boids/
http://harry.me/2011/02/17/neat-algorithms---flocking

Thursday, August 18, 2011

BrainStorming Concepts


Game Concept
Birds of Pray

Avoid the flock of birds by blocking them.
Flock Wars
Two flocks controlled by either player contest for food. Player directs flock with pheromones. Combat?
Sheeps
Wolves controlled by player, attempting to chase sheep into a cage. Motivated by wc3. Possilble to add a sheep player, where he can control a lead sheep where sheep follow.
 Levels of difficulty depend on terrain.

Colony Wars
Colonys of insects try to control all the flocking insects.


           
 

Tuesday, August 2, 2011

More on simulation

Angry birds is an interesting example of a successful simulation game. At its core it is simply nothing more then a knock stuff down game based on a basic physics engine. But when its given a successful story line it creates something more meaningful and profitable. What this means to game design is there needs to be a combination of good physics but with meaning, or it would not be enjoyable.