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.

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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.

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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.

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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.

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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).  

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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.

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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…

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Day / Night Cycles

Quick midday update, I now have a day / night cycle that fades in and out.  There’s also a fancy journal / log that slides in from the left when you hit tab.  The rest of my time has been spent trying to correctly parameterize the world building algorithm.  

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Putting it to the Test

Well I’ve been working away on RPM v1, and decided I’d try putting what I have so far (very rudimentary design) to the test and make a quick game.

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Design – Know your Game Length

When designing a game, or balancing a competitive game, one of the most important things to keep in mind is keeping all of your players engaged for as much of the game experience as possible (engagement will be a common theme in these articles).  After all, the goal of a game is for players to play it.  A game that is too long can lose focus, or alienate players that have fallen behind (the “runaway leader” effect).

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