The downside to this came with the world being void of NPCs ( non player characters ).
With our approach to create multiplayer in Just Cause 2 one of our first steps was to remove the games core AI systems so we were left with basic 'actors' or 'dumb agents' to represent other players within the game. These gamemodes were Faction Wars which after a total rewrite later became Battle for Panau, Invasion and finally Panau Online.Īlong with writing gamemodes I did extensive work on creating AI and Pathfinding systems.
Over the course of the project I would go on to create several popular gamemodes played by thousands of players around the world. From here I transitioned into a Gameplay and Design focused role within the team, working with the other Lead Programmers of the project to make our scripting system feature rich. From here we implemented a Lua scripting system into our project allowing our growing community to create their own gamemodes. Over the course of developing this project my role within the team had many iterations, initially I worked on reverse engineering the game systems and files to facilitate the core features we required to create a multiplayer experience within the game. We were both interested in creating a multiplayer experience for the game Just Cause 2. I co-founded this project with my friend Cameron Foote in 2010.