Caveman

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Washington DC
About the game Caveman
44 comments
1 followers
44 entries
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Norman Barrows
January 01, 2017
"instancing" with DX9

The new PC has arrived (i7-6700K, GTX1080), and I'm starting on the final graphics for the game.

Better grass plants were one of the first things. The placeholder graphics were ultra-low-poly, just 3 or 4 quads. I could only draw them every 5 feet or so, any closer together was too many instances. …

3,496 views
Norman Barrows
June 16, 2016
Status report 6-15-2016

status report 6-15-2016

the game is really coming along. its now complete, stable, and appealing enough that i've started playing it just for fun, instead of playing store bought games i own. "resource tracking on a per resource basis" and "lack of variety in diet affecting mood" have really made g…

2,588 views
Norman Barrows
March 17, 2016
Status report 3-17-2016

Major changes to Caveman v3.0 since the August 2015 release of beta 21:

ENCOUNTERS: (encounters and treasure now scale to party size AND level, not just party size)
* regular and quest encounter number appearing now scales based on party strength (numbers AND combat skills), so you get tougher enco…

2,161 views
Norman Barrows
July 31, 2015
Beta 21 w/ skinned meshes released!
Beta 21 w/ skinned meshes released!

guys look kinda dumb, girls aren't that pretty, the guy walk ani is kinda awkward (leg bones rotated outwards too far), no action animations or drawing of equipment yet other than weapon in hand, but its a start!

http://rocklandsoftware.net/beta.php

action animation…
2,295 views
Norman Barrows
July 16, 2015
Work on skinned meshes continues
Work on skinned meshes continues

I added the ability to draw weapon-in-hand to the skinned mesh test routine. It can toggle between weapon types, and uses the game's built-in matrix editor to position the weapon with respect to the hand bone. The test routine is used to determine the fixup transfor…
2,099 views
Norman Barrows
July 08, 2015
Adding skinned meshes to Caveman
Adding skinned meshes to Caveman


A quick update since i haven't posted anything in a while.

I'm busy adding skinned meshes to the game.

When i started working on the game, i was not sure if i could draw the required number of skinned meshes on the target platform, so i used rigid body models to start …
1,988 views
Norman Barrows
April 13, 2015
Caveman v3.0 Beta 20 released
Caveman v3.0 Beta 20 released

New for beta 20:

Turned off draw_animal_AI. draw_animal_AI displays AI related debugging info above active animals and NPC's. I forgot to turn it off in beta 19.

Download page:

http://rocklandsoftware.net/beta.php
2,393 views
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Norman Barrows
April 10, 2015
Caveman v3.0  Beta 19 released
Caveman v3.0 Beta 19 released!


Play now!
http://rocklandsoftware.net/beta.php

Numerous changes in Beta 19:

* added export band member
* added import band member
* added de-activate band member
* make pigment rock object smaller.
* draws obj in hand for find pigment rock action.
* confirmed game won't run …
2,720 views
Norman Barrows
March 19, 2015
A quick update. march 19th 2015
While I wait for a build, I thought I'd do a quick update. Its been too long since I posted a progress report.

I've been play testing the game a lot recently. About one game year so far with the same play test character (Grog).

I've gotten perhaps half of the screenshots from that posted.

Play testin…
2,211 views
Norman Barrows
February 05, 2015
An example of a big change in Caveman
An example of a big change to Caveman

I've been playtesting a lot recently.
Drawing objects in an avatar's hands in animations
is the next thing on the todo list - and that's just
eye candy. I'm into gameplay, not eye candy.
So I've been playtesting my long term playtest game,
making note of fixes to be …
2,866 views
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