About

I'm developing my first game, Age of Goblins. I develop this part time, and work at a "real" (read: paying) job full time. Age of Goblins is a three dimensional goblin empire building game. Inspired by Dwarf Fortress and Minecraft. Age of Goblins gives a player control over a small band of goblins in a cube-based sandbox world. The player can instruct the goblins to add or remove different types of cubes, build various structures, make elaborate traps, and craft a multitude of items.

Thursday, February 14, 2013

From data files to entities

Data files are just the start for creating entities in Age of Goblins. Once the definitions are read into AoG, they're stored in a catalog of "blue prints" for generating entities and materials. Each blueprint holds information for each component that will be added to the entity.

When the game requests that an instance of entity X be added to the game world, it refers to the blueprint stored for that entity. As an example, lets look at some parts of the goblin data file. The following will describe some attributes that each goblin entity will be generated with when it's added to the game world.

[Model]{
meshname="Goblin"
texturename="GoblinTextures.png"
distantdrawtype="norender"
selectionType="DynamicBone"
}
[Motion]{
maxvelocity=1.5:1.9
locomotion=Walk,Swim
}
[Skills]{
ALL=0.01:0.05,Mine=8.3:8.8,Construction=8.3:8.8
}

Tuesday, February 5, 2013

Data Files: Entities

Following up on my last post about the data files used for materials. This post will tell you a bit about using data files for defining entities.

First off, it's important to know that Age of Goblins uses and entity/component framework for all the entities in game, similar to the one described here. The data files take advantage of that when defining entities. Basically, the data files for entities tells the entity component system which components to add and what values to give them.