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
Saturday, August 20, 2011
Thursday, August 18, 2011
BrainStorming Concepts
Game Concept
Birds of Pray
Avoid the flock of birds by blocking them.
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.
Wednesday, August 17, 2011
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.
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