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Only a short update today. The last couple of weeks have been slightly chaotic, with minimal development time; wrapping up university and helping at home, among other things. Development has restarted today, with the implementation of support for switching between attack types, as well as a lot of control design theory. Things should remain very open for development from now on.


I have some screenshots of the new SwingEngine in action for you today. Progress has slowed because I have an exam on Wednesday to prepare for, but I managed to get a little time to work today. I got the first full swing to run on the new system just now and thought I'd show you what it looks like. There’s not much else to talk about, so let’s have a look at the images:

I was so worried that after university started winding down I wouldn't be able to pick up developing again, that somehow I had lost the capacity for motivation in the last year. Thank god that hasn't come true. If anything I should probably be working less right now, but I don't have any games going at the moment. A lack of game motivation has been a bit of an issue lately. I've work Receiver into the ground, KSP is in the black period between updates, Dwarf Fortress is perpetually just on the horizon (no complaints though, Toady has thought me patience like nothing else and I'd love him just for that.

WeaponStateController SS

Not much in the way of screenshots for today's log, but better than nothing. Today's log is pretty heavy on code talk and may be too technical for most, the tl:dr version is that the new swing engine is coming along very well, and it's going to be fantastically open to modding. You can read the details after the break.

It's been too quiet around here the last few weeks; not developmentally, but website wise. The reason for that is twofold, one I was exhausted for a few weeks after thesis hand-in, then there was an exam. Second, I got too stuck in to development and I don't have the habit of writing here yet. Development has been going very well though, we've started from the ground up building a new character control system and have begun porting/re-writing swing engine to it today. The new control system is currently better than I thought we'd be able to pull off and there's still a few bits to add.

My thesis was completed and handed in last month, and I had my viva last week. Academically it has exceeded every expectation, but no one is interested in that, what's important is the results and analysis from the project. Now, I don't think I can share the full thesis until after my mark is finalised (which is my plan), but I can summarise my findings now. Essentially the result was that the computer tuned AI sucked, but wasn't a complete failure. This first attempt was a shot in the dark though, and honestly things worked better than they had any right to be. Details below.

This is the first widespread release of the AI Testbed. This is the one where it counts.

A few big changes:

1.2 - Major Changes: 2014-03-12
    -Added GA tuned AI with random chance of it being picked at start of game
    -Made sword swing/gun shot graphics turn off while attack is recharging
    -Fixed bug with sword swing timer

Get it here: AI Testbed

I've just uploaded a new version of Testbed I. It has only cosmetic changes to make controls a bit more intuitive.

Changelog and link below.

The first AI Testbed version for testing is now available! You can get it here: AI Testbed

More details to come tomorrow...

The forum is now up and running, and user registration is enabled.

Only known issue is that emails to Microsoft services,, etc. are not going through at all, not even to junk. This is an issue with our webhost and will hopefully be resolved in the next few days.

AI Testbed news to come tomorrow hopefully.

It's taken weeks of work but we're finally there. The website is now almost fully functional and just awaiting the content, and the visitors. It feels great to finally be out in the open after a whole year of semi-secrecy.

Hunter's Moon

For details and all the latest news on Hunter's Moon development:

See Here.

AI Testbed

For details and all the latest news on Foamy's AI Testbed development:

See Here.

GOM News

For all the latest news on the studio.

See here.

Foamy's Blog

To see recent news from Foamy, the lead developer for Hunter's Moon and the AI Testbed.

See Here.

Latest News

  • New quick status page

    See it here: Status

    I am really bad at keeping the blog up to date, and my plans have to change fairly frequently due to personal, professional, resource, and industry situation changes. This page is an attempt to have something that is quick enough to update that I am able to do it regularly. It also has very little information, so I don't have to worry about my confidence in prediction, or sharing things that are not ready. Every project that has been started will have an entry here that clearly states my current assessment of its status.

    {jcomments on}

  • New plans

    I think it's about time to talk about some longer term plans again. I've posted a bit about the current work on the ranged weapon interaction system, and also a bit on the HoO collaboration, but it's been a while since I said anything relating to our primary game ambitions.

    We have some new plans, but it's nothing drastic. The previous plan was to develop Hunter's Moon (the werewolves) and then using all the tech it used to build a general purpose combat simulator (GPCS, as yet unnamed). That plan heavily depended on having a year or so of solid full time development; probably funded through a kickstarter.

    Read more ...  
  • A sign of things to come

    With the musket and pistol kindly provided by the hearts of oak team all attention now focuses on the ranged weapon interaction system!

    I am super excited about this, and I think everyone will love what I've come up with.

    Time-scales are fuzzy, but hopefully not as long as it took to put the AI in place last year.

  • Colaboration with the Hearts of Oak team

    This is a big announcement that should have been made a while ago, but now that the AI is implemented on the combat testbed it can't wait.

    A few months ago I approached the lead developers for the Hearts of Oak project with a proposal for collaboration. Basically to provide our combat engine to them in return for publicity, assets, and the joy of contributing to such an important piece of work.

    A summary of the agreement is as follows:


    Read more ...  
  • Combat Testbed Updated to 1.3

    Big update with the addition of an AI bot to play against in single player! This is the first pass on the combat AI, a very important milestone.

    Full changelog:

    1.3 - 2015-01-03
    Added an AI bot for single player
        Added as a variety of the orange arena, in addition to empty, and one with training props as before
    Cosmetic improvements
        Added body tilt/lean during turning
        Made players collide again

    Get it here: Combat Testbed