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Top 10 celebrities who use component architecture!

Posted by Rick, 25 February 2017 · 0 views

The last blog I posted was Nov 2013. The blog section seemed stale for for a week or so so thought I'd share a change in design I recently did for our Dead Anyway game to spark conversation and ideas.

Our player script was just getting too massive and was doing too many different things directly inside of it. Adding features or modifying existing...


Dynamic properties!

Posted by Rick, 26 November 2013 · 761 views

I like the idea of being able to add dynamic properties at run-time. The following code shows how you can set this up. Instead of declaring a hardcoded amount of variables in a class you could just give it 1 Properties class and it can be dynamic!

#include <string>
#include <map>

using namespace std;

class Prop


Taking away the graphics (for now)

Posted by Rick, 16 November 2013 · 465 views

Now with sound!

I'm making a game that revolves 100% around old school final fantasy battle style fighting. I thought about what often slows me down and kills my motivation in games I've tried to make in the past. My conclusion was that dealing with graphics (models, UI, animations, etc) often slows me down in various ways. So as an...


Game Week - Dungeon Master

Posted by Rick, 26 July 2013 · 603 views

Thought I'd share my experience like Aggror did.

First I'd like to say that it's a bummer that only 11 people voted so far. It's not a very big sample size and I hope many more will vote in the next day. I'm open to leaving the poll open for longer to let more people try the games available. Maybe over the weekend or so as people might...


LCP 2.0

Posted by Rick, 10 June 2013 · 1,885 views

There is no question that LCP (Leadwerks Community Project) 1 had some issues. I think we learned a lot from working on it and I'd like to apply those lessons and give LCP another try with LE 3. I'm thinking with CSG, "automatic" pathfinding, and a better scripting system that LE 3 has to offer will greatly increase the speed and quality...


RTS/Tower Defense

Posted by Rick, 26 April 2012 · 1,100 views

I like reading blogs and Josh has been the only one spamming them recently (j/k I know we all love hearing about LE3) so I figure other people like reading blogs too. So I thought why not make one about what I'm working on.

Over the last month or so I had pathfinding working using basically a 2D grid over a terrain using A*. Being able to move actors...


Start of flowgraph dev

Posted by Rick, 26 September 2010 · 569 views

<?xml version="1.0" ?>
	<behavior name="create_cube" >
		<result type="Entity" value="cube1" />

These 6 lines are the start of a flowgraph system I'm working on. I've been playing with UDK's Kismet and enjoying what it can do....


Component prefabs

Posted by Rick, 01 July 2010 · 865 views

So I was able to get prefabs working with the component design. It's really easy too! A prefab is just an xml file that describes the different components and their attributes that make a game object.

For example, in the editor I added an empty game object to my scene, then attached a spotlight component to it. This provides spotlight...


PiE (Component & Attribute design)

Posted by Rick, 30 June 2010 · 555 views
pie component design
The Goal: To be able to open a world of game functionality to non programmers, and to allow programmers to create this functionality. To give drop and drag with configurable functionality without restricting possibilities in any way.

The Design: This approach uses the component design along with an attribute design. The attributes represent the data a...


Warlords - 2/22/2010

Posted by Rick, 22 February 2010 · 221 views

I implemented rising numbers of the amount of damage or healing that is happening to a unit. I spent a decent amount of time to have it like a billboard so it had depth but I think I'm better off just using DrawText() instead. It looks better. I made the the Shield Slam cause 5 damage and it worked very well. Just 1 minor bug with the way the health bar...