The whole point of procedural generation is that it allows you to generate your game’s world (practically) endlessly. I’ve had procedural generation working for a while, but just now got around to using it to generate the world.Continue reading “Infinite Asteroids!”
I spent a lot of time this week on generating asteroids with more realistic sizes and making them produce “drops” more realistically. Instead of the whole asteroid breaking apart all at once, it now steadily drops resources as you mine it, until its hit-points reach zero. It’s slow and feels like work, which is good! There’s your motivation to build some bigger guns.Continue reading “Asteroid Mining that Feels More Like Mining”
It’s not just “pew pew pew” anymore – now there’s also “bzzzt bzzzt.” This forced me to right a whole new class of collision detection shapes. Up to now, everything was treated as a circle, which is easy. For beams, I just had to add line segments and the test for collisions between lines and circles. My collision algorithm uses a sparse grid implementation, and testing a line segment against a grid was a little tricky. There’s a subtle bug in there somewhere because sometimes I see collisions being missed…
Check out beams in version 0.3.7.0.
I did a lot of code cleanup this week in preparation for the first true release of Ladon. It’s a “release” because it’s actually going out to people, but it’s still very far from being an actual game. My very generous friends have volunteered their time to play around with Ladon at this early stage and share their feedback.
The version is 0.3.6.1 and I went through a heavy code cleanup. The on-screen text is now using the 3D text class I wrote recently in the BabylonJS forum, which was a huge performance improvement.
If you, dear reader, would also like to play the early version, you can do so right here and you can leave feedback in the comment section, below.
It’s not the writing part that’s hard. What’s hard is sitting down to write.Steven Pressfield
That’s a quote I came across a few years ago and it really stuck with me. Mr. Pressfield was talking about actual writing, as in novels, but it applies to any creative pursuit. With a game, the hard part isn’t solving the various algorithms, creating the artwork, or even the game design itself. The hard part is sitting down every day and just doing the work. Yesterday, I did what he calls “going pro.”Continue reading ““Going Pro” as a Game Developer”