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The Right Tools For the Job

Mar 24, 2016

When designing a game (or any piece of software, really) you'll often find yourself partially implementing sections of functionality to be completed later. These are called stubs. I did that with a few things in Realms, pertaining to several tasks with AI.

I already have a system in place that allows easy changing of items in units' hands, such as equipping an axe to chop a tree, or a hammer to build something. The part that was missing is *when* to do it. Currently, these are equipped at the immediate start of the task, whether assigned by the AI director or the player. That isnt the final goal. But, it allowed me to focus on the entire task and making the action happen in a more simplistic form.

So, this week I have been working on going back over these tasks and making them more complete. The initial spawn area contains a new tool rack with two axes and two hammers. These are required to perform wood gathering and building tasks.

The AI has been updated to be able to detect what tool is in a unit's hand, and if not, the nearest tool rack containing the required tool is located. The unit will move to that location and play the animation to pick up that tool, optionally replacing their current one on the rack. If there isnt a tool available, the task fails and the unit will be free to go do something else.

This works for wood chopping and building only, but several other tasks will be updated this week to include the same functionality, among other additions.

This makes placement of supply depots much more critical, and means that getting Blacksmiths early on will be more important as well, as they are the ones that can build additional tools for use.

That's all for now though. As always, thanks for reading!


Mar 16, 2016

This past week I am back working on Realms. It was a nice break and is allowing me to come at things with a fresh perspective.

I've been working on the next aspect needed for progression: research. Research units are primarily the Scribe and the Scholar, and their purpose is to wander around looking for things that can be improved, then come up with the research to improve them.


A little break, and a challenge.

Mar 02, 2016

Every so often, I like to switch to a small project from a larger one. It helps to gain a fresh perspective on the larger project, and usually lets me test a few ideas and/or mechanics that I have been working on.

The past week was that break. I decided to challenge myself to make a game in 48 hours over the weekend. The result of that was the game Fall Guy. It's a silly game about…

Dungeon crawl anyone?

Feb 03, 2016

Hey folks!

Did you know that you can log in to QC to get in on the discussion using Twitter now? Just click the twitter icon at the top right of the page!

Pursuant to last week's post, today I am talking about a huge feature I have added to the game.

If you're not familiar with adventure parties from previous posts, a major part of the game is being able to send…

Taking Direct Control

Jan 28, 2016

Hi everyone!

Before I get too far in - I have written the first bit of lore for Distant Realms! You can read about it here!

This week's post marks the first major change to the gameplay of Distant Realms since I started working on it. I've tried very heard to stick to my…

Do you read me?

Jan 13, 2016

Hey folks, happy new year!

Just wanted to post about what I have been working on over the past month and a bit. With the holidays in the rear view mirror, I have been back into putting as much time as I can into my game development. Lately that's been a decent amount.

As I posted earlier in the month, the first of the two games I have been working on is now in pre-alpha testing!…

Behind the Scenes

Dec 09, 2015

Over the past few days I've decided to dive into a task that for a while was seeming to be very overwhelming: The concept of nav grids, pathfinding, path following, and dynamic updates.

Up until this point, there were no obstacles that existed - meaning units and enemies could walk right through walls and objects as if they weren't even there. It wasn't much of a problem though, because…

Randomizable Characters

Dec 07, 2015

Recently I have been focusing on making the game world a little more diverse. Code wise, it's been about making NPC spawns based on a variety of factors. The three main NPC spawns that can happen (and in this sense NPC refers to units that the player doesn't control at all, can't give indirect orders to - not just the Wizard):

  • Merchant Caravans
  • Raiders
  • Adventurers


General Project Update

Nov 20, 2015

Holy smokes, it's been a while since I posted last!

The next unit I wanted to preview was the Wizard, but it's just not quite at the point where I want it to be in order to show it off fully.

So consider this post an interim post and a general update to what Qor Concept has been working on over the past month or so.

Distant Realms: A Kingdom Lost is still coming along…

The Alchemist

Oct 16, 2015

Last but certainly not least, this week we'll be taking a look at one of my personal favourite units: The Alchemist.

Alchemists are a somewhat reclusive bunch, but if you have the good fortune to get one to join you, they will be absolutely invaluable. The Alchemist can use equipment inside of an Academy to make some very powerful potions.

An Alchemist can only carry one type…