I finished the modeling for my projects apartment complex. Here are a few shots.

And a pretty ambient occlusion render…For prettyness…

I modeled it in such a way that each floor is seperate from eachother, so I can make it however many stories we need it to be, i.e. it wont be only six floors tall. Now! Onto UV-mapping and beyond!
//Nebez
Here’s how far I managed to model on my projects apartment house. Just a little more details I recon I’m done!

//Nebez
Last week I spent some time rewriting the AI and it ended up much better than before. Much of the elements remain the same, but I had to change the structure a little so that it would work just as I wanted.
This week I’ve spent time integrating the AI I’ve written into the main game. It’s nice seeing the behaviour thats been written, in action with characters running around compared to the text output from my initial tests. It works very well and I’m looking forward to make it far more advanced.
Right now the AI’s behaviour is very simple chasing the player characters if they enter their “area of perception” and if their team is aggressive. But when fighting and conquering zones are implemented in the game things will get a little more interesting. Until that time I’m thinking and researching about ways to implement the things that will be needed.
After having the sound-meeting I’ve also written the audio part of the design document so it’s pretty much completed :)
Thats all.
/Bo
My first house is complete

diffmap

//Martin S