Procedural FPS Maps V1

I had two main goals with this little mini project.

1. Get to know my way around Jmonkey a little better.

2. Design some heuristics around FPS maps (mainly for deathmatch style games) from scratch.

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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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Procedural Generation Intro

Ever since I started to really get interested in game development, I’ve always been interested in procedural generation.  Procedurally generating content is a great way to improve replayability in your game.  Many games already take advantage of this by generating things like: dungeons, random item drops, and terrain.  Basically, anything that is not scripted directly by a human, has been generated through the clever use and combination of repeatable formulas, building blocks or whatever other method you’re using (I’m going to try to invent new ones, I’m that cool).

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Game Engines

So when I decided to start focusing on this project (this project being, this blog) I figured at the same time I’d try to start participating in the Ludum Dare competitions (for those who are not familiar).  For this goal and the fact that I want to be able to iterate quickly on my ideas, writing a game engine myself would not be prudent.  It’s a pretty well understood problem, so there are quite a few “out of the box” options for the common developer to consider.

I’d now like to take a moment to explain something.

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Site Re-purposing

After a lengthy deliberation, and some shifts in hobbies / focus, I’ve decided to re-purpose this site.  I’ll be moving away from the sarcastic stories (there might still be some sarcasm in here, it’s pretty hard for me to hide) and focusing more on Indie Games.

While the main focus here is Video Games, a lot of what I want to discuss and share my thoughts on will be related to game design in general and when it comes to analyzing game design I like to look at board games to see what drives certain mechanics and what makes a game great.

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