Game Dev Update 3/30/07
Monthly total 42 minutes; yearly total 8 hours 40 minutes.
We had some surprising developments occur in February. We were able to bid, close, and move into a new house in Spring, TX in just over 30 days. This has been using up all my discretionary time for the past couple of months, but I see the light at the end of the tunnel in the increasing space in my garage.
I resumed working on the AI this week during lunch. I am working on a new low-level conceptual framework for the AI that will improve its behavior in the divisional fight. This framework is a "maneuver box". It is a box of different lists of hexes around the unit. These lists include the phase line, divisional boundaries, and the division's current location. I have also added code for FEBA discovery and segmentation in order to support surfaces and gaps analysis. I wrote a lot of design pseudo code last fall, and this is part of the
implementation.
I have no ETA on the next release of software to the Beta group. Chris lost his release build machine over a year ago and neither one of us has had the opportunity to reconstruct one. Right now Chris is concentrating on family matters, and I'm just trying to build up momentum again. I'd like to get back to doing 4-8 hours a week on the game. As I go along, I hope to update the blog more often, and I hope also to come up with a real deadline
by July 1st.
vive L'E
Monthly total 42 minutes; yearly total 8 hours 40 minutes.
We had some surprising developments occur in February. We were able to bid, close, and move into a new house in Spring, TX in just over 30 days. This has been using up all my discretionary time for the past couple of months, but I see the light at the end of the tunnel in the increasing space in my garage.
I resumed working on the AI this week during lunch. I am working on a new low-level conceptual framework for the AI that will improve its behavior in the divisional fight. This framework is a "maneuver box". It is a box of different lists of hexes around the unit. These lists include the phase line, divisional boundaries, and the division's current location. I have also added code for FEBA discovery and segmentation in order to support surfaces and gaps analysis. I wrote a lot of design pseudo code last fall, and this is part of the
implementation.
I have no ETA on the next release of software to the Beta group. Chris lost his release build machine over a year ago and neither one of us has had the opportunity to reconstruct one. Right now Chris is concentrating on family matters, and I'm just trying to build up momentum again. I'd like to get back to doing 4-8 hours a week on the game. As I go along, I hope to update the blog more often, and I hope also to come up with a real deadline
by July 1st.
vive L'E
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