Steering Behavior: Flocking et al
Hey guys, this week I’ve wrapped up another set of steering behaviors. This time I’ve got a live demo with the different behaviors and some source code to share with you. At this point I’ve probably got enough to turn back to Null Op and start implementing these things in-game. That said I wasn’t able to find a satisfying abstraction to cover every steering behavior; the demo and some thoughts about steering after the fold.
Steering Behavior: In Progress
Lately I’ve been caught up doing normal things like playing video games (instead of writing them), hiking, having BBQ’s etc. Finally, though, I found some time to work on the steering behaviors for Null Op. I thought I’d share my progress with you guys, video showing off the different stages of development for the arrival behavior below the fold:
Crash for Flash
Recently I started working on Null Op again. One of the new things I wanted to add to the game was steering behaviors for the viruses. In order to implement them, though, I need some way to find a virus’ neighbors, check for nearby obstacles, etc. To accomplish this I decided I’d use the Crash library I’d written for Java. Naturally this meant I needed to port it to Flash, and now that it’s done I thought I’d share it with you, too.
Funding Games via Donations
The other day I came across an interesting blog post about game piracy. In a nutshell the authors of an indie game claim that they are seeing 95% of the high scores they collect reported by stolen copies of the game. Given such a huge rate of piracy I started to think about what alternative business models might get around the problem. After all, It’s hard to compete with free and empirically it seems that people are willing to torrent the game even if they know it’s the work of a small studio. Today I thought I’d look at a model based on donations from fans and how that might or might not work.







