As is the way of things, I’ve managed to take another sweeping turn in my game development. I took a brief foray into writing a crossword generator in C# – which was moderately successful, but needed a lot of data. Since then however, I’ve been caught up with Oxygen Not Included which is a good example of
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Refinery
For the last couple of weeks I’ve been wending my merry way through UI features. The main one of these was the Refinery interface. In this window you should be able to put items into the refinery and it will extract essence from it – essence is an essential part of all magic, and is
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A New Direction
Since I last posted I’ve made some fairly major changes. I wasn’t happy with the way things were going – I was constantly fighting the language which made me less happy to carry on – in particular being unable to use third party packages in the web worker was a major hurdle. I was also
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Review: Idle Planet Miner
So while I’ve not been writing my own game, I have been playing other ones so I thought I’d give some thoughts on a game I’ve been playing lately. The game is Idle Planet Miner (link to Android Store, also on Apple Store) Gameplay The gameplay is pretty simple – you have a mothership, which is sent
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Interlude: Comic
I drew this today when thinking about how things change as they travel through the office. I will post an update about progress on my game soon, but I’ve been distracted by Factorio again.
Ritual Actions Redesign
I have had a few concerns about how the rituals work in this game so far, so I have made some progress on redesigning the way that we do “research”, which is the underlying model for rituals. Current State Currently rituals are done using a type of Action – a long running action that has
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Actor Stats
We have actor stats now! I’ve nearly finished this feature – I only have display left to do, and although there’s some balance issues I need to solve, that can wait until there’s more game to balance it around. Design The purposes of actor stats were the following: For a story driven player, it gives
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This week
It’s been a slow few weeks, but I’ve been doing my breakdown strategy for making small amounts of progress. This means there’s not much in the way of tangible results, but there is quite a lot of small things which are building up to better things. The areas of focus at the moment are threefold
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Avoiding the Procrastination Pit
This week I’ve been a little bit lacking in focus, but that isn’t particularly unusual, especially for a personal project! So here’s some approaches I take to get out of a rut. Most of these involve trying to find a small piece of work, as that generally leads on to a bit more work afterwards.
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Exploration Actions
This week I’ve been looking at add a bit more to exploration. At the moment the only exploration method is to forage, and that effect is hidden. Today I added actions for explore in the four basic directions. I decided that for now these are locked behind finding the first herb path, so the first
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