Random Number Generation Part Two

In the last part, we discussed the reasons you might want to create your own pseudo-random number generator.  In this part, I’m going to discuss my implementation and how it relates to some of the other well-known RNG algorithms.  In part three (yeah I decided to split it into even more parts!) I’ll discuss the uses of “filtered random number generation” in games to help make some of your generation appear more random to your users.  That’s one of my favorite topics in this subject, so it should be pretty fun.

Read More

Random Number Generation Part One

With all of this focus on procedural generation, I completely forgot to do a post on one of the most important building blocks for procedural generation.

Random number generation.  

Read More

Unreachable Rooms

It’s been a while… if you’ve been expecting content, I do apologize.  I’ve had quite a few other pressing matters to attend to and well, updating this site didn’t make the top 10.  But now… now… it’s at least top 10.  So hopefully I’ll have lots of stuff to post in the near future.

As I’ve mentioned… once or twice (there’s an entire category on this site!), I love thinking about and producing procedural content.  Not only does it reduce the amount of content development I need to do (which is time consuming, especially for programmer-art types), every application brings about new and interesting problems to solve.

Read More

Small Diversions

Sometimes it’s nice to sit back and just relax, work on fun little things and enjoy the weather.  I haven’t been able to do much of that recently, lots of things on my plate all of a sudden.  I promise I’ll be back to my game very very soon.  And some more work on RPM as well of course. 

Read More

Programmer Art 2.0

Well I’ve had a couple of pretty busy weeks and as you can tell, it hasn’t been due to any of the little projects I’ve posted here… but that’s not entirely true.

Read More

Working on the UI

Well I’ve spent the better part of the last week trying to design a UI for this experiment / game.  There are a lot of constraints I’ve been working with, and while I can probably whip up a UI for the current features, I need to make sure I consider the long term goals  for this project.

Read More

Talking Performance

It’s not like me to not discuss performance really at all yet.  I’ve mentioned some optimizations for loading time, but the real performance questions are during real-time operations.  For a game that will be heavily based on AI agents, and lots of active objects, I need to make sure the code is highly optimized.

Read More

Peaceful Zombies

Finished lots of optimizations today, but you can’t really see any of those in the screen shots.  Other than a small improvement on town and building placements.  Towns are now able to organically grow during the world building step, and they connect correctly with roads now, without drawing too many roads (lots of 2D sorting went into getting that to work correctly).  

Read More

Swamp Thing

Here’s another quick update.  Wanted to really just get some bodies of water done… halfway through I decided it would be better (both thematically and for gameplay reasons) to have most of the water on the map be this murky-swampy substance.

Read More

Roads are now much less Ridiculous

Well that was both a productive day and an unproductive day, all at the same time.  I started the day with some pretty decent progress.  The previously posted “Day / Night” cycle, tweaked building placements and generation.  Everything was going smoothly…

Read More