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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more
LATE - Apologies for not getting the devblog out last Friday I did say i would try and do one very two weeks. It can get really distracting, there is always just one more thing to program. This week i got distracted with what i would describe as the underlying architecture for my "interactive object system". That sounds really conventional I guess and ... I dunno... maybe it is. Its about three ‘forces' being able to control everything cars, cannons, sharks, NPCs, guns etc... Those three ‘forces’ being a player ,the network and AI. Its something I have wanted to get my teeth into for a long while. I remember on the OUYA we had lorries (Trucks) cruising up and down the main street in Swindon, and cars supposedly driven by NPCs. They were on rails and I hated that. I liked what they did in the game, you know standing in the road and then suddenly a lorry takes you out… but I hated how they felt so incomplete they disappeared to nothing (this is all pre the great wall of Swindon). I said to Hal back then when we started on Steam that I would not put cars back in on rails… The only time you would see another frog driving a vehicle other than a player would be via network or AI. Any way thats the point I am trying to make…? The devblog is later because I got distracted this week with laying the foundations that would enable NPC frogs to ‘decide’ to drive from A to B.
In the spirit of trying to maintain more regular development blogs, here is a new entry of what we have been doing with Amazing Frog? over the past couple of weeks.
Amazing Frog?™ © FAYJU ltd. 2015
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